Sony has released The Legend of Dragoon update 1.02 (PS5 version 1.000.002) patch for the classic PS1 game. If you’re one of the gamers who picked it up to try out one of the PS1’s most popular RPGs or simply want to relive the magic, rejoice! Some of the game’s major bugs have been resolved! Read on for what’s new in The Legend of Dragoon Feb. 27 patch notes.
Models are a bit wonky (lacking PGXP corrections from modern emulation, unlikely to be fixed)
extra spacing on sides of command bar in combat.
Given this is a PS1 game, don’t expect a full changelog from Sony when a new patch is released. That said, this is still very much appreciated. The Legend of Dragoon was released back in 2000 for the PS1, and has remained one of the most iconic RPGs of the platform. The classic RPG was re-released on PS4 and PS5 by Sony just this Feb. 21 under the Classics Catalog with enhanced features such as up-rendering, rewind, quick save, and custom video filters.
While the next Battlefield game still doesn’t have a proper title or release window, we do know it’s being developed as we speak, and that it’ll feature a full-fledged single-player campaign that’s being worked on by newly built studio Ridgeline Games and DICE.
The lack of any official announcement hasn’t stopped people from posting “leaks” though, as a new one has surfaced from 4Chan regarding “Battlefield 7” and alleged details on the game’s campaign, multiplayer and more.
Thankfully, Ridgeline Games boss and Battlefield game director Marcus Lehto has squashed these “leaks” before it gains any movement. Over on Twitter, Lehto calls the alleged game details as “Total BS” (which is a shortcut for bullshit in case you’ve lived under a rock for the last 15 years), when approached by a fan about it.
While we don’t normally report on any leak that gets posted, this one is warranted since it got debunked by someone on the dev side. If you see someone sharing this nonsense, you now know it’s confirmed as fake.
This is also a good reminder to not trust anything and everything you see reported as a “leak” or from a source.
As for something tangible, the current Battlefield game we have now, Battlefield 2042, will have Season 4 introduced tomorrow. You can read up on its patch notes and everything new incoming right here.
The Division 2 Season 11 Reign of Fire patch notes are here, and there’s quite a bit to go over. This season brings in new modes, gear, and various changes to talents and other systems.
You can find everything that’s coming to The Division 2 Season 11 below. The title update will be released tomorrow alongside the start of Season 11.
The Division 2 Season 11 Reign of Fire New Content & Patch Notes:
MANHUNT
With the Black Tusk and True Sons alliance solidified and Captain Lewis’s troops joining the Division, new battle lines are drawn.
Natalya Sokolova has come out of the shadows and is taking a more active and visible role leading the Black Tusk on more aggressive campaigns across Washington.
Additionally, Hunters have been more active in the capital and a new recruit emerges to help decipher encrypted Hunter Drone files.
Season 11 follows the story of the latest target to find – Zachary “Stovepipe” Beattie, an Explosive Ordinance Disposal Specialist. Tasked to destroy explosives, Stovepipe began collecting schematics and prototypes for increasingly unstable Improvised Explosive Devices. This caught the eye of the Black Tusk, who eventually recruited Stovepipe as one of their own.
The Division is now tasked to collect intel for Stovepipe’s whereabouts. To do that, we must find and neutralize four targets (Charles “Chunks” Crawford, Lieutenant Bantam, Mort “Cursed” Kellogg and Beatrice “Auntie” Kaplan). Taking down these four targets is the key to locating Stovepipe. Good luck, Agents!
CALENDAR
GEAR, WEAPONS & TALENTS
Season 11 comes with an array of new weapons and gear! This includes one Gear- and one Brand Set, one new Exotic Weapon, 2 new Named Weapons and a bunch of new Weapons & Gear Talents. And finally, Season 11 is bringing back a fan favorite from The Division 1 – NinjaBike Messenger Exotic Backpack!
NEW EXOTIC WEAPON
Sacrum Imperium
Exotic variation of the G28 Marksman Rifle
Talent The Trap
Tags enemies when in scope (maximum 10). Killing any marked target with a headshot applies 10 second Burn Status Effect and gives a 50% (20% in PVP modes) Speed Movement decrease on all other targets.
Cooldown is 30 seconds. Killing another enemy with a headshot shortens the cooldown for 10 seconds. Targets are marked after 2 seconds in scope.
NEW EXOTIC GEAR
NinjaBike Messenger Bag
Exotic Backpack
Talent Resourceful
Slots in with any equipped Gear Set and/or Brand Set item to fulfill a requirement towards unlocking a Gear Sets bonus. Allows to unlock bonuses from multiple sets simultaneously.
4 Pieces equipped give access to a new unique talent
Talent Headache
First Headshot with a Marksman Rifle will increase next headshot by 20%, second consecutive headshot with a Marksman Rifle will give +10% armor (if at full armor it will give bonus armor max +50% of current armor value), third consecutive headshot will refill magazine. From the fourth headshot forward, agents will get all 3 bonuses for each consecutive headshot kill. Missing a headshot will reset the cycle.
Chest and Backpack Bonuses:
Chest Talent Daring
Increases bonus Armor from 50% to 100%
Backpack Talent Blessed
Agents can miss a headshot before resetting the cycle
Habsburg Guard a.k.a. “HG”
Brand Set
1 Piece equipped gives +15% Headshot Damage
2 Pieces equipped give +15% Marksman Rifle Damage
3 Pieces equipped give 10% Status Effect
Chest and Backpack Bonuses:
Named Chest Cherished
Talent Perfect Trauma
Applies blind to enemy hit in the head. Cooldown 20 seconds. Applies bleed to an enemy hit in the chest. Cooldown 20 seconds.
Named Backpack The Courier
Talent Perfect Creeping Death
Causing Status Effect on an enemy has a chance to spread that same Status Effect to the nearest enemy within a 10-meter radius. Can only occur once every 10 seconds.
NEW NAMED WEAPON
Prophet
Police 686 Magnum revolver
Talent Perfectly Determined
Killing an enemy with a headshot guarantees that the next shot will be a critical headshot. Exclusive for Pistols, Rifles and Marksmen Rifles.
Relic
G28 Marksmen Rifle
Talent Perfectly Determined
Killing an enemy with a headshot guarantees that the next shot will be a critical headshot. Exclusive for Pistols, Rifles and Marksmen Rifles.
Talent Determined
Killing an enemy with a headshot guarantees that the next shot will be a guaranteed headshot.
Exclusive for Pistols, Rifles and Marksmen Rifles.
BALANCING EXISTING GEAR
Doctor Home Exotic Rifle
Armor repair kit dropped upon killing a marked target will be picked up automatically and will no longer drop at the target’s position.
Changed 15% Armor regen to 10% Armor regen.
QUALITY OF LIFE CHANGES
PVP
Lower Skill Tier players will be able to use the Jammer skill against Skill Tier players 3 levels above their own.
Fixed an issue where Shrapnel Trap would apply PvE damage in PvP.
Exotics that are otherwise exclusive to a specific source are available as random contaminated drops in the DZ. Exotic weapons that can be received as random loot drops after killing enemies in DZ:
The Ravenous
The Bighorn
Eagle Bearer
UI
Added an Inventory Pouch Space AR on the backpack to allow players see the remaining space in their Inventory after looting an item.
Added a checkmark displaying the current Loadout equipped.
To find the checkmark go to the Main Menu – Inventory – Press H for Loadouts.
The Caches tab from the Apparel Event Menu will display the ongoing Apparel Event cache image. When no Apparel Event is running, the default cache box will be displayed.
Season tile background will display the current ongoing event.
Added an item type display icon to the Apparel Cache Reveal button.
OTHER CHANGES
GEAR & TALENTS
Fixed with the Focus Chest Talent not being triggered when aiming with the Doctor Home Exotic Rifle and Oh Carol Named Marksman Rifle.
Fixed the issue with The Doctor Home Exotic Rifle deconstruction not giving exotic components.
Fixed the issue where changing between two loadouts of Gear sets that have at least two distinct item pieces nullified the effect of the set bonus.
The Twinkling Lights Talent from the Oh Carol Named Marksman Rifle can no longer be added to the Recalibration Library at the Recalibration Station
Fixed the issue with the mark from the Sledgehammer and Perfected Sledgehammer Talents applying the movement speed debuff to the player
EXPERTISE
Exclamation mark now disappears after checking an item in the Expertise Menu
Fixed the issue with the highlighted item in a Gear/Brand Set category not resetting when switching from one set to another.
Fixed the issue where scrolling through a gear piece’s stats in the Expertise Menu also caused scrolling through the items list.
Fixed the issue with the incorrect manufacturer name being shown in the Donation Materials tab of the Expertise Menu for the Fox’s Prayer Kneepads.
Fixed the issues with the information panel for the highlighted item not updating the Mods and Dye fields.
Fixed the issue with the Expertise level of the weapon not increasing when donating the Oh Carol Marksman Riffle at the Recalibration Station.
Fixed the issue with the Expertise level being shown as -1 for all the specialization sidearms.
Added the missing “Insufficient Materials” prompt that should appear when trying to upgrade any item from the Specialization category.
PVP
Fixed the issue where players could enter both invaded and non-invaded Dark Zone with no other players around by turning Rogue just as they were about to log out
UI
Fixed the tooltip for the “True Sons Broadcast Outpost” SHD Side Mission.
Fixed the issue with The Full Stop Talent displaying the TAC-50 C Rifle signature weapon ammo icon.
VANITY
Fixed minor clipping issues for the Dark Path Apparel Event items.
Fixed minor clipping issues for the Santa Suit.
Fixed minor clipping issues for the Gamology outfit.
APPAREL EVENT
New Season means new vanity items!
When the event is active, you can earn Apparel Cache keys in game by levelling up your watch levels and unlock the different items through caches. The best part is there are no duplicates in these event caches!
NECESSARY TACTICS
This apparel event is scheduled to be released in March and features 6 outfits to collect alongside completion rewards such as three new masks.
The theme of the Apparel Event is Camouflage. A sneak peek below at one of the outfits shows the Let’s Go outfit which has one of a kind asymmetrical vest.
Necessary Tactics Apparel Event keys for the Apparel Caches can be earned from the following sources: 1 free key granted to all players, SHD Levelling – one key every four SHD levels, direct purchase with Premium Credits, and, if you are a Season 11 Pass owner, you’ll be granted 3 extra keys.
SEASON PASS
The optional Season Pass is available for 1000 Premium Credits ($9.99 or your regional equivalent) in the in-game store, granting additional cosmetics and opportunities for season gear as you progress. Season 11: Reign of Fire is available to all The Division® 2 Warlords of New York owners and Ubisoft+ subscribers.
In addition, players with the Season Pass can gain access to the following premium track rewards:
12 new weapon skins
11 new gear dyes
Two new face masks – one available as the level 100 reward
The Division 2 Season 11: Reign of Fire drops tomorrow, February 28. Once the patch is live, we’ll be sure to let our readers know.
The Outer Worlds: Spacer’s Edition was recently announced, and this new version of the sci-fi action RPG comes with various features and improvements to the game. It’ll be available on March 7 across various platforms.
The Spacer’s Choice Edition will include the Outer Worlds base game as well as both of its DLCs in Murder on Eridanos and Peril on Gorgon. If you already own the game and DLCs, you can upgrade to the Spacer’s Choice Edition for $9.99 USD.
Here’s the full list of features that come with the Spacer’s Edition:
It’s The Outer Worlds you love, but even better: 2019’s hit RPG has been remastered with better graphics, improved performance, additional animations, higher-res environments, and more.
Increased level cap: A higher level cap means even more ways to build your character from the seven branches of the skill tree.
The player-driven story RPG: In keeping with the Obsidian tradition, how you approach The Outer Worlds is up to you. Your choices affect not only the way the story develops, they also affect your character build, companion stories, and end game scenarios.
Lead your companions: During your journey through the furthest colony, you will meet a host of characters who will want to join your crew. Armed with unique abilities, these companions all have their own missions, motivations, and ideals. It’s up to you to help them achieve their goals, or exploit them to your own ends.
Explore the corporate colony: Halcyon is a colony at the edge of the galaxy owned and operated by a corporate board. They control everything… except for the alien monsters left behind when the terraforming of the colony’s two planets didn’t exactly go according to plan. Find your ship, build your crew, and explore the settlements, space stations, and other intriguing locations throughout Halcyon.
The Outer Worlds: Spacer’s Choice Edition will launch on PS4, PS5, Xbox One, Xbox Series X|S, and PC.
Fool’s Theory and 11 Bit Studios have revealed “The Thaumaturge,” a new isometric turn-based RPG set in Russian Revolution-era Warsaw. Players assume the role of a “thaumaturge,” who can control mysterious spirit-like beings called “Salutors” to manipulate people to their own advantage. The game is apparently limited to PC and has no release date, but can be wishlisted now on Steam, GOG, and the Epic Games Store.
The Thaumaturge is an isometric turn-based RPG set in 1905 in Warsaw, Poland, which was playing host to the beginnings of the Russian Revolution at the time. The player character, a prodigal son of the city, is a “thaumaturge” that can control powerful beings called “Salutors.” Salutors exist in the space between the living world and the “shadows,” and can strongly influence people’s psyche and emotions. In turn, taming Salutors allows the thaumaturge to use their powerful abilities to control people, but at a mysterious cost.
From the game’s Steam page:
The Thaumaturge is an isometric, story-rich RPG with a unique take on turn-based combat, character development features, and investigation mechanics, facing you with morally ambiguous choices – set in a world teeming with mysterious powers and strange ethereal beings called Salutors.
The year is 1905. Warsaw lives under the yoke of imperial Russian tsardom. Its inhabitants constitute a diverse group of different ancestries, views, and beliefs with often conflicting interests: Russian soldiers, Jewish merchants, Polish townspeople, and more. Despite the circumstances, the city is a buzzing metropolis, where one can attend a breathtaking party with the high society, and later get robbed in one of the dark alleys of the Praga district. A city of great hopes and dreams on one hand and dark desires on the other.
In this world, a force that cannot be ignored are Thaumaturges – individuals versed in taming spirit-like beings called Salutors, used for manipulation of the temperaments and affinities of other people and even ultimately in combat. The devil is in the detail – only Thaumaturges are fully aware of the Salutors’ nature and only they can perceive them in their true essence. Their capability to influence others significantly and demonstrably increases their ability to change the surrounding world – however, Thaumaturgy is a power that should be used with caution.
Features:
Shape your story – as a full-fledged RPG, it allows you to alternate your choices and make you deal with the aftermath.
Develop your character – creating your own version of the Thaumaturge will allow you to approach situations in different ways.
Experience unique turn-based combat and defeat your foes using human attacks and skills as well as psychic strikes delivered by Salutors.
Influence and manipulate the temperaments of other characters to bend their will to your liking.
Tame the power of Salutors – use the unique set of their skills to gain an advantage while exploring the world and when bringing your adversaries to their knees.
See the world that’s inevitably gone – explore the uncommon, heavily researched historic period of the early XX century Warsaw, where crime and luxury are often two sides of the same coin. Meet historical figures and learn about their involvement in the story.
Created in Unreal Engine 5 to deliver a detailed & beautifully crafted world.
No release window for the game has been specified, and only a PC release has been revealed for now. More will be revealed about The Thaumaturge at the Game Developers Conference in March. For now, head on over to the game’s official website for more details, and stay tuned here at MP1st for all upcoming updates and announcements.
Destiny 2 update 1.075 is finally out, and this is for the Lightfall DLC patch version 7.0.0.1! This brings all-new missions, gameplay changes and loads more. Read on for the official Destiny 2 Feb. 27 patch notes.
Added an Exotic Armor Swap penalty applied to Trials of Osiris and Competitive Division. Equipping a different piece of Exotic armor drains all ability energy in these modes.
Competitive Division
Fixed a bug that caused the Competitive intro quest to auto-claim the completion reward. Rewards are now claimed upon interacting with Shaxx.
Competitive Rift & Showdown have reduced revive delay time to 1.5s from 2s; reduced respawn time to 5.5s from 7s.
VANGUARD OPS
Fixed an issue in Heist Battleground: Europa where a Heavy ammo crate could respawn for players who get quarantined into the boss fight arena.
When you play Vanguard Ops or Nightfall, your final score determines a reputation multiplier for that activity’s completion. Multipliers run from 1.0 (under 30,000 points) to 7.0 (above 250,000). We also tuned the amount of Vanguard rank you receive for completions, Nightfall quality, and streaks.
Full pass on all Vanguard map and mode multipliers, with an eye toward balancing score-per-hour, rather than score-per-attempt.
Vanguard and Nightfall strikes: Added on-screen health bar for bosses previously missing them.
Fixed an issue where player could be given the same objective twice in quick succession in The Devil’s Lair strike.
The Vanguard Ops playlist has increased in difficulty – players can no longer level beyond the enemy combatants.
Additional rotating modifiers have been added to the Vanguard Ops playlist.
DIFFICULTY OPTIONS
Hero, Legend, and Master difficulties have been reworked for greater challenge and to accommodate new modifiers. Adept difficulty has been removed.
Hero activity level is now soft cap + 20. Legend is Power cap + 30, and Master is Power cap + 40. Each has a scaling combat delta that keeps you under level in the activity and provides a smoother pathway to Grandmaster.
Most Hero/Legend/Master/Grandmaster activities now feature the ability to use “overcharged” weapons for increased damage. Which weapons are overcharged are determined by your Seasonal Artifact unlocks and activity modifiers.
Elemental singes and burns have been replaced and broken out into incoming and outgoing components: “threats” and “surges”. Damage bonuses for surges and overcharges do not stack.
RAIDS AND DUNGEONS
Armor pieces from Master difficulty Grasp of Avarice, Duality, and Spire of the Watcher drop with higher stats.
UI/UX
Lightfall title screen
The title screen has received a visual and audio update for Lightfall.
Guardian Ranks
UI throughout Destiny 2 has been updated to display player’s Guardian Rank.
Orbit Screen
Added a button to directly access the Journey tab.
Triumphs tab → Journey tab
When building the Guardian Ranks feature, the team leaned into the opportunity to refresh and relabel the Triumphs tab to better encapsulate the player’s journey through Destiny 2.
Many of the changes will be immediately visible but some are more subtle including:
An access point to view details about the Commendations you have sent and received.
An additional access point for Seasonal Challenges.
Seals are no longer broken into two categories – Seals and Titles – they are just Titles.
Additionally, to focus the information shown at the top level, both Triumphs and Titles have been migrated to bespoke sub-screens.
Added the ability to equip/unequip Titles from the sub-screen rather than going into the details screen.
Commendations
Commendations may be sent and received near the end of most activities.
Accessibility
In all locations where Commendations may be viewed or given, the player’s Colorblind preferences are respected.
This includes VFX in the post-game carnage report.
Post Game Carnage Report (PGCR)
Updated the PGCR to complement the new Commendations feature and updated some features.
The PGCR now consists of two tabs, the Commendations screen and the scoreboard.
The reputation wheel has been simplified and is displayed on the top right of the scoreboard page.
The player can now access the PGCR during the mission end countdown by pressing a button to open Nav mode. Holding it down will still take you to the Director.
A tradeoff for this functionally is that when the mission end countdown is active the Nav mode cannot be opened. Pressing a button to open Nav mode will open the PGCR instead.
Ritual Rank Tooltips
Updated rank tooltips so all rank tooltips now include a streak tracker and added a section that shows a player’s total reputation rank points.
Tracking
More items can be tracked at a time:
Up to three Guardian Ranks objectives can be tracked.
Up to six non-Guardian Ranks objectives can be tracked.
Nav mode updates:
A tab has been added specifically to display tracked Guardian Ranks objectives.
Tracked objectives that are not specific to Guardian Ranks are grouped together.
Tracking now split into multiple sections on the Journey tab.
All currently trackable, non-quest objectives are shown below the Seasonal Challenges access point.
Guardian Ranks auto-tracking is enabled by default.
The goal is to immediately point players towards objectives they can work on to increase their Guardian Rank.
This may be toggled on the Journey screen if manual tracking is more your speed.
Tracked Seasonal Challenges properly display their challenge type in its tooltip on the tracking screen.
Collections
Some access points have migrated from the Triumphs tab to the Collections tab:
Lore
Weapon patterns & catalysts
Medals
Stat trackers
Increased the number of visible ‘recently discovered’ items.
Waypoints
Rectangles are out. Circles are in.
Guardian Ranks replaces Season Pass level for Guardians.
Records
In order to help call out which Guardian Rank records are Seasonal, a blue gradient has been added to the bottom of all Seasonal records including those on the Seasonal Challenges screen.
Vendors
Ritual vendors in the Tower (Zavala, Shaxx, Drifter, Banshee-44, Saladin, Saint-14) now have help tooltips describing the core ritual and reputation, as well as explaining some of the less visible features.
QOL UPDATES AND FIXES
Character screen
Removed the currency display on the Character screen.
Clans
Fixed an issue where Hawthorne’s icon on the Tower map wouldn’t consistently pulse when a clan engram was available to claim.
Roster
Improved contrast between player names and background colors on the Roster.
Fixed an issue causing the Director screen to refresh the footer UI when players in the Roster changed states.
Settings
Fixed an issue causing the Settings menu to close when leaving a submenu.
GAMEPLAY AND INVESTMENT
ARMOR
Armor energy type has been deprecated. Armor now has untyped armor energy, and all mods use that untyped energy when socketed.
Armor mods that were previously based on weapon archetype are now based on weapon damage type.
Most armor mods that are based on weapon damage type also have a harmonic version, which is discounted when the weapon’s damage type matches your subclass damage type.
Armor mod costs have been generally reduced across the board.
The Combat Style mod socket has been deprecated and replaced on all armor pieces with an extra socket for mods associated with that armor slot (helmet, gauntlets, etc.).
The Charged With Light and Elemental Wells armor mods have been merged into a single system: Armor Charge.
Players using the Armor Charge system can gain up to three stacks of Armor Charge at a time (expanded up to six stacks by equipping Charged Up mods).
Picking up an Orb of Power grants one stack of Armor Charge.
Many mods that previously created Elemental Wells or granted stacks of Charged With Light directly have been modified to instead spawn Orbs of Power.
Mods that provide an ongoing benefit (such as Font of Wisdom) now grant that benefit as long as you have stacks of Armor Charge; these mods cause Armor Charge stacks to decay every 10 seconds.
Some redundant mods have been deprecated when their effect would overlap with an existing mod’s effects.
Some armor mods (such as the Kickstart mods and most mods triggered by using a finisher) now make use of the Armor Charge system.
Some of the functionality of Elemental Wells and their associated mods have been moved into subclass fragments and the new Firesprite and Void Breech.
Warmind Cells have been deprecated.
Seasonal Artifact
Unlocking a perk in the Seasonal Artifact now grants that perk directly to the character when it is relevant; you no longer need to socket an armor mod to gain an Artifact perk’s effect.
Column 2 of the Artifact now unlocks multiple discounted mods per node.
The maximum number of unlocked perks has been reduced to 12.
Resetting your selections in the Seasonal Artifact is now free.
Removed the one-second button hold to unlock an Artifact perk; a single button press now unlocks the perk.
Artifice armor has had its bonus socket converted into a socket that allows you to increase any one stat on that armor piece by +3.
Adjusted the amount of damage reduction provided by the Resilience stat in PvE. At tier 10 damage reduction now caps at 30% (down from 40% in Season 19), and the progression of the damage reduction across tiers has been smoothed to give more relative value to lower tiers of Resilience.
The armor mods granting Resilience have had their armor energy costs increased to 4 (+10 Resilience) and 2 (+5 Resilience).
The Iron Lord’s Pride perk has been added to all Iron Banner armor sets from Season 8 to the present.
Exotic Armor changes
Khepri’s Sting: Truesight is now granted when damaging an enemy with a smoke bomb. Additionally, when you have an undetonated smoke bomb on the battlefield and have not been made invisible by a smoke bomb, you gain significantly increased melee energy generation.
Heart of Inmost Light: Reduced duration of the empowered ability buffs in PvE to five seconds (down from 10 seconds). Reduced bonus class ability regeneration while empowered to +25% per stack in both PvE and PvP (down from +150% and +38%, respectively).
This change is intended to decrease how easy it is to get and maintain a 2x empowerment bonus in PvE, as well as reduce the total amount of bonus ability energy provided. The goal is for Heart of Inmost light to remain strong in ability-focused builds, while giving room for other Exotics to shine as well.
The Bombardiers now cause targets damaged by its explosive to become severed when used by a Strand Hunter.
Chromatic Fire has been updated to work with Strand.
Mantle of Battle Harmony updated to work with Strand.
Verity’s Brow updated to work with Strand.
Felwinter’s Helm triggers weaken burst off Strand melees.
Claws of Ahamkara will not provide an additional melee charge when equipped to a Strand subclass.
Armor that supports coloration and appearance change based on your currently selected subclass has been updated to support Strand. This includes the following:
2020, 2021, and 2022 Solstice Armor sets.
Antaeus Wards and ornaments.
No Backup Plans and ornaments.
WEAPONS
Crafting changes
Resonant elements have been removed.
Crafting component costs have been replaced with standard currencies such as Glimmer and Enhancement Cores.
Deepsight will now only manifest on weapons that have a pattern available to unlock.
Deepsight has been removed on existing weapons that do not have a pattern available to unlock.
The Deepsight attunement objective has been removed. You can immediately extract or dismantle the weapon to obtain pattern progress.
Crafting bug fixes
Fixed an issue where a crafted perk cost was doubled for the King’s Fall weapons Defiance of Yasmin and Smite of Merain.
Updated several different weapon VFX to address miscellaneous bugs and performance issues.
Restored the correct audio to Field-Forged shotguns.
Red reticle is now enabled on PC.
Linear Fusion Rifles
Reduced damage vs. Champions, minibosses, bosses, and vehicles by 15%.
Sleeper Simulant and The Queenbreaker are unaffected.
Machine Guns
Increased damage by 10%.
Increased reserve ammo by 50% at 0 inventory stat and 20% at 100 inventory stat.
Heavy Grenade Launchers
Increased damage vs. Champions, minibosses, bosses, and vehicles by 20%, minors by 40%.
Improved projectile collision, making it slightly easier to land hits.
Increased blast radius by 1m.
Parasite is unaffected.
Shotguns
Shotgun reticles now change in size proportional to spread angle.
Related note: The Legend of Acrius hip-fire reticle is now a bit more representative of its (very large) spread angle.
Kinetic Weapons
Kinetic Primary weapon damage multiplier against unshielded combatants increased from 1.05 to 1.1.
Kinetic Special weapon damage multiplier against unshielded combatants increased from 1.05 to 1.15.
Kinetic slot Stasis weapons no longer have the 5% damage bonus versus unshielded targets in PvE.
Exotics
The Queenbreaker
Now uses Arc 3.0 blind.
Shot now chains to multiple nearby enemies.
Ruinous Effigy
Transmutation sphere slam attack now suppresses.
Leviathan’s Breath
Now applies volatile on perfect draw impact.
Increased damage from 396 to 442. This allows it to once again one-hit kill all Supers in PvP.
Increased damage vs. Champions by 30%.
One Thousand Voices
Each explosion now applies 10 + 5 (with Ember of Ashes) scorch stacks.
Sunshot
Explosion on kill now applies 10 + 5 scorch stacks.
Polaris Lance
Perfect Fifth shots now apply 40 + 20 scorch stacks instead of a custom burn.
Two-Tailed Fox
Solar rocket now applies 60 + 30 scorch stacks instead of burn.
Prometheus Lens
Added the Incandescent perk to the catalyst.
Grand Overture
Switched the catalyst to use Arc blind.
The Manticore
Added a hip-fire reticle element to showing current stacks of Antigrav Repulsor.
Tractor Cannon
Fixed a crash when Tractor Cannon was fired at large groups of Stasis crystals.
The Fourth Horseman
Fixed an issue where this weapon had received an unintended 20% damage nerf.
Thunderlord
Fixed an issue where this weapon’s lightning strikes could disrupt you or your teammates.
Perks
These perks have been updated to work with Strand:
Osmosis
Golden Tricorn
Elemental Capacitor
Grants +20 airborne effectiveness (+25 for the enhanced perk).
Rewind rounds
Rebuilt to work on non-Vault of Glass weapons.
Eager Edge
No longer deactivates when moving faster than 35m/s.
Deactivates correctly after a single melee swing.
Reduced the base lunge distance buff from 2 to 1.8.
Reduced airborne lunge distance penalty from 25% to 20%.
The enhanced perk now increases lunge distance slightly, back up to 2.
Blinding grenades
Renamed to “Disorienting Grenades”.
Veist Stinger
This was typically a full reload when the perk activated, it now reloads 25% of the magazine.
Zen Moment
Now also reduces incoming flinch.
The perk has been branched so that shots from different archetypes ramp up the effect more quickly.
1x for Submachine Guns, Auto Rifles, and Machine Guns.
1.5x for Pulse Rifles and Sidearms.
2x for Hand Cannons and Scout Rifles.
Danger Zone
Updated the description to include that, while active, the perk also reduces self-damage from the weapon.
Wellspring
Fixed an issue where this perk was not rewarding the correct amount of energy.
Now works with abilities that have multiple charges.
For abilities with multiple charges, once the ability has one full charge it is considered “charged” and will divert excess energy into the other abilities while giving the “charged” ability the least amount.
The fix for the enhanced version of this trait is coming in a future patch.
Cascade Point
No longer triggers off of non-precision damage against weakened targets.
ABILITIES
Rescaled the efficacy of Discipline, Strength, and each class ability stat on grenade, melee, and class ability regeneration rates:
In general, Tier 10 stat is roughly equivalent to Tier 8 in the previous system.
Each increase in Tier now provides a more consistent benefit to the ability’s cooldown reduction, rather than spiking heavily at low tiers.
Hunter
Supers
Arc Staff
Increased the maximum number of Orbs that can be created via defeating targets from 5 to 7.
Golden Gun: Marksman
Increased the maximum number of Orbs that can be created via defeating targets from 5 to 7.
Golden Gun: Deadshot
Increased the maximum number of Orbs that can be created via defeating targets from 5 to 7.
Spectral Blades
Increased the maximum number of Orbs that can be created via defeating targets from 5 to 7.
Reduced base cooldown time from 10m25s to 9m16s.
Gathering Storm
Decreased the maximum number of Orbs that can be created via defeating targets from 7 to 5.
Silence and Squall
Decreased the maximum number of Orbs that can be created via defeating targets from 7 to 5.
Blade Barrage
Decreased the maximum number of Orbs that can be created via defeating targets from 7 to 5.
Class Abilities
Marksman’s Dodge
Reduced base cooldown time from 34s to 29s.
Gambler’s Dodge
Reduced base cooldown time from 46s to 38s.
Melees
Weighted Throwing Knife
Increased base cooldown time from 109s to 137s.
Lightweight Knife
Increased base cooldown time from 90s to 100s.
Proximity Explosive Knife
Increased base cooldown time from 100s to 111s.
Withering Blade
Reduced base cooldown time from 113s to 100s.
Titan
Supers
Fists of Havoc
Increased the maximum number of Orbs that can be created via defeating targets from 5 to 7.
Increased PVE damage by 20%.
Glacial Quake
Increased the maximum number of Orbs that can be created via defeating targets from 5 to 7.
Hammer of Sol
Increased the maximum number of Orbs that can be created via defeating targets from 5 to 7.
Reduced base cooldown time from 10m25s to 9m16s.
Burning Maul
Increased the maximum number of Orbs that can be created via defeating targets from 5 to 7.
Sentinel Shield
Increased the maximum number of Orbs that can be created via defeating targets from 5 to 7.
Thundercrash
Decreased the maximum number of Orbs that can be created via defeating targets from 7 to 5.
Reduced maximum flight time from 5 seconds to 4.5 seconds.
Reduced size of the damaging volume around the player and pushed it further forward in front of the player to make drive-by disintegrations more intentional.
Reduced detonation size vs. players by ~20%; unchanged vs. PVE combatants.
Downward vertical influence now begins earlier in flight.
Ward of Dawn
Ward maximum health reduced from 13500 to 8000.
Rescaled PVE combatant damage vs. the Ward to compensate; in general, Ward of Dawn’s effective HP against PvE combatants should not meaningfully change.
Standardized the damage dealt by each type of Kinetic and Energy weapon against the Ward. Previously, Energy weapons did 2.5x damage to Ward of Dawn and Kinetic weapons did 1x damage. Now regardless of damage type, weapons do 1.5x damage to the Ward.
Armor of Light has been updated to reduce its potency in PVP:
Maximum health reduced from 425 to 300.
Now inherits Void Overshield’s 50% PvE damage resistance to compensate.
No longer negates precision damage.
Melees
Ballistic Slam
Now suppresses the attacking player’s base melee for 0.9s after landing, so a follow-up melee cannot be performed until the player returns to first person.
Increased base cooldown time from 90s to 114s.
Shield Bash
Increased base cooldown time from 90s to 114s.
Seismic Strike
Increased base cooldown time from 90s to 101s.
Hammer Strike
Increased base cooldown time from 90s to 101s.
Shield Toss
Reduced base cooldown time from 100s to 91s.
Aspects
Knockout
Reduced basic melee damage bonus vs. players from 60% to 50%.
Reduced full body melee damage bonus vs. players from 25% to 20%.
Warlock
Supers
Stormtrance
Increased the maximum number of Orbs that can be created via defeating targets from 5 to 7.
Nova Warp
Increased the maximum number of Orbs that can be created via defeating targets from 5 to 7.
Winter’s Wrath
Increased the maximum number of Orbs that can be created via defeating targets from 5 to 7.
Daybreak
Increased the maximum number of Orbs that can be created via defeating targets from 5 to 7.
Throw cost reduced from 10% to 6.5% per swing.
Increased damage vs. PvE combatants by 25%.
Reduced base cooldown time from 10m25s to 9m16s.
Chaos Reach
Decreased the maximum number of Orbs that can be created via defeating targets from 7 to 5.
Nova Bomb
Decreased the maximum number of Orbs that can be created via defeating targets from 7 to 5.
Class Abilities
Phoenix Dive
Reduced base cooldown time from 82s to 55s.
While Daybreak is active Phoenix Dive’s cooldown is significantly reduced, allowing for rapid reactivations.
While Daybreak is active, Phoenix Dive’s detonation damage increased from 40/80 min/max to 100/220.
Restoration duration when activated while Heat Rises is active increased from 1s to 3s.
Melees
Celestial Fire
Increased base cooldown time from 100s to 112s.
Incinerator Snap
Reduced base cooldown time from 90s to 83s.
Penumbral Blast
Reduced base cooldown time from 114s to 101s.
Aspects
Heat Rises
Split the airborne effectiveness bonus previously granted by consuming your grenade between a passive and active benefit:
Previously, granted 70 airborne effectiveness when Heat Rises was active after consuming a grenade.
Now grants 20 airborne effectiveness passively while Heat Rises is equipped, and an additional 50 airborne effectiveness while Heat Rises is active, for the same total of 70 airborne effectiveness.
Grenades
Arc
Lightning grenade
Increased base cooldown time from 121s to 152s.
Increased PvE damage by 20%.
Storm grenade
Increased base cooldown time from 105s to 121s.
Flux grenade
Reduced base cooldown time from 182s to 152s.
Pulse grenade
Increased PvE damage by 20%.
Solar
Healing grenade
Increased base cooldown time from 82s to 91s.
Tripmine grenade
Increased base cooldown time from 91s to 121s.
Solar grenade
Increased base cooldown time from 121s to 152s.
Increased PvE damage by 20%.
Thermite grenade
Increased base cooldown time from 105s to 121s.
Increased PvE damage by 20%.
Incendiary grenade
Reduced base cooldown time from 121s to 105s.
Void
Void Spike grenade:
Increased base cooldown time from 91s to 121s.
Increased PvE damage by 20%.
Voidwall grenade
Increased base cooldown time from 105s to 152s.
Increased PVE damage by 20%.
Vortex Grenade
Increased base cooldown time from 121s to 152s.
Increased PvE damage by 20%.
Magnetic grenade
Reduced base cooldown time from 121s to 105s.
Scatter grenade
Reduced base cooldown time from 121s to 105s.
Stasis
Duskfield grenade
Increased base cooldown time from 64s to 91s.
Added new elemental pickups to the Void and Solar subclasses:
Void Breach
Void Breaches are created by a selection of new and existing Void fragments, and grant class ability energy on pickup.
Firesprite
Firesprites are created by a suite of new and existing Solar fragments, and grant grenade energy on pickup.
Fragments
Arc
Spark of Resistance
Increased nearby enemy count requirement for activation from 2 to 3.
Reduced linger time after you’re no longer surrounded from 4 seconds to 2 seconds.
Spark of Instinct (New!)
When critically wounded, taking damage from nearby enemies emits a burst of damaging Arc energy that jolts targets.
Spark of Haste (New!)
You have greatly increased Resilience, Recovery, and Mobility while sprinting.
Solar
Ember of Tempering
Now creates a Firesprite on Solar weapon kills while active, in addition to its original effects.
Ember of Combustion
Now creates a Firesprite on Solar Super defeats, in addition to its original effects.
Ember of Searing
Now creates a Firesprite when defeating scorched targets, in addition to its original effects.
Ember of Mercy (New!)
When you revive an ally, you and other nearby allies gain Restoration. Picking up a Solar Flare grants Restoration.
Ember of Resolve (New!)
Solar grenade final blows heal you.
Void
Echo of Domineering
Now creates a Void breach when defeating suppressed targets, in addition to its original effects.
Echo of Harvest
Now creates a Void breach when defeating weakened targets with precision damage, in addition to its original effects.
Echo of Starvation
Now grants devour on picking up a Void Breach, in addition to its original effects.
Now allows Orb of Power pickup with full Super energy.
Echo of Cessation (New!)
Finisher final blows create a burst of Void damage that causes nearby enemies to become volatile. Defeating volatile targets creates a Void breach.
Echo of Vigilance (New!)
Defeating a target when your shields are depleted, grants you a temporary Void overshield.
Subclass Keywords
Arc
Jolt
Jolt lightning damage now stuns Overload Champions.
Blind
Blinding Unstoppable Champions now stuns them.
Solar
Radiant
While radiant, your weapons now also pierce Barrier Champion shields and stuns them.
Note: Weapons that already have an existing anti-Champion behavior (i.e. an Artifact mod, an intrinsic anti-Champion capability, or the ability to apply another subclass keyword that stuns a Champion type) will not be granted the anti-barrier behavior from being radiant.
Ignition
Ignition damage now stuns Unstoppable Champions.
Void
Volatile Rounds
While you have volatile rounds, your Void weapons now also pierce Barrier Champion shields and stuns them.
Note: Weapons that already have an existing anti-Champion behavior (i.e. an Artifact mod, an intrinsic anti-Champion capability, or the ability to apply another subclass keyword that stuns a Champion type) will not be granted the anti-barrier behavior from volatile rounds.
Suppression
Suppressing Overload Champions now stuns them.
Stasis
Slow
Slowing Overload Champions now stuns them.
Shatter
Shatter damage now stuns Unstoppable Champions.
COMBATANTS
Champions now correctly stun even when they’re playing another animation, such as a spawn-in.
This was a tricky one, so thank you for your patience!
Champion stun time is now consistent across all Champions.
This used to be dependent on the animation length, leading to slightly different times between combatants.
Champions can now be stunned with various elemental verbs:
Barrier Champions are weak to:
Shots from a player with the Solar radiant buff
Void volatile rounds
Strand unraveling rounds
Overload Champions are weak to:
Arc jolt
Void suppression
Stasis slow
Unstoppable Champions are weak to:
Arc blind
Solar ignition
Stasis shatter
Strand suspend
FINISHERS
All subclass-agnostic finishers now support Strand coloration when using a Strand subclass.
Updated the VFX for Stasis finishers to fix a coloration issue.
EMOTES
The “Ghost Fist Bump” Exotic emote now supports Strand coloration when using a Strand subclass.
POWER AND PROGRESSION
Weekly powerful rewards have been removed from Throne World and added to Neomuna.
SEASONAL UPDATES: ENGRAMS, ENERGY, FOCUSING, CHESTS, AND KEYS
Umbral engrams are no longer used to focus seasonal weapons and armor and will no longer drop from the game.
As a result, there will no longer be Seasonal umbral energy.
Seasonal engrams are a new type of engram.
You can visit the seasonal vendor to open them.
Or you can spend multiple seasonal engrams to focus into specific weapons or armor.
Seasonal focusing is now a separate screen and can be accessed at the vendor by pressing the button next to upgrades.
If you focused Crucible engrams in Season 19 at Shaxx, you’ll be familiar with this system.
Seasonal engrams are stored at the vendor and do not require inventory space.
There is a wallet item you can acquire by visiting the seasonal vendor. Hovering over this item in your inventory will show you how many engrams you have for each vendor. If you delete this item, you can reacquire it from the vendor.
Owners of a season will now periodically be rewarded with a seasonal engram and/or a seasonal key upon completing activities throughout the game.
These are known as defiant engrams and defiant keys for Season of Defiance.
Playlist versions of the seasonal battlegrounds have one chest at the end of the activity.
If you DO NOT have a seasonal key when you open that chest, you will receive a seasonal weapon or armor.
If you DO have a seasonal key, it will be consumed and you will receive the following:
EITHER a seasonal weapon with Deepsight resonance that you have not completed the crafting pattern for OR a high stat piece of seasonal armor.
AND a seasonal engram.
Make sure you open the chest at the end of the activity!
World pool weapons and armor no longer drop at the end of the playlist version of seasonal activities.
Direct launch versions of the seasonal battlegrounds will not have chests and instead award world pool weapons and armor.
PLATFORMS AND SYSTEMS
PC PLATFORMS
Added support and in-game setting to toggle NVIDIA Reflex (on supported PC hardware).
Fixed various minor QoL issues regarding the Controller settings menus on PC.
GENERAL
Collision damage is no longer lethal against Guardians.
Ghost projections that changed color based on your subclass now support Strand coloration when using a Strand Subclass.
LOCALIZATION
Players now have access to full Mandarin audio localization across all new Lightfall content, the accompanying Season, and core game modes covering Crucible, Gambit, and strikes.
Ikora for German has been re-cast
Bungie has announced that the official patch notes will be released at 10 am PST/1 pm ET/2 am HKT.
In the meantime, here are some of the confirmed changes:
Would you like to play a game?
Pick a number from 1 – 205 and we will respond with the corresponding Lightfall patch note.
We’ll update the article once the official patch notes are out. Don’t forget, the game’s servers won’t be functional until tomorrow. You can read about the complete maintenance schedule and status right here.
Update: Bungie has released the official patch notes.
It’s finally here! Bungie has pushed out Destiny 2 update 2.80, and this is for the big Lightfall premium expansion! This title update is tagged as 7.0.0.1 by the studio, which marks a new version since we are getting the next major milestone in the game. Read on for what’s new in the Destiny 2 update 7.0.0.1 patch notes.
Added an Exotic Armor Swap penalty applied to Trials of Osiris and Competitive Division. Equipping a different piece of Exotic armor drains all ability energy in these modes.
Competitive Division
Fixed a bug that caused the Competitive intro quest to auto-claim the completion reward. Rewards are now claimed upon interacting with Shaxx.
Competitive Rift & Showdown have reduced revive delay time to 1.5s from 2s; reduced respawn time to 5.5s from 7s.
VANGUARD OPS
Fixed an issue in Heist Battleground: Europa where a Heavy ammo crate could respawn for players who get quarantined into the boss fight arena.
When you play Vanguard Ops or Nightfall, your final score determines a reputation multiplier for that activity’s completion. Multipliers run from 1.0 (under 30,000 points) to 7.0 (above 250,000). We also tuned the amount of Vanguard rank you receive for completions, Nightfall quality, and streaks.
Full pass on all Vanguard map and mode multipliers, with an eye toward balancing score-per-hour, rather than score-per-attempt.
Vanguard and Nightfall strikes: Added on-screen health bar for bosses previously missing them.
Fixed an issue where player could be given the same objective twice in quick succession in The Devil’s Lair strike.
The Vanguard Ops playlist has increased in difficulty – players can no longer level beyond the enemy combatants.
Additional rotating modifiers have been added to the Vanguard Ops playlist.
DIFFICULTY OPTIONS
Hero, Legend, and Master difficulties have been reworked for greater challenge and to accommodate new modifiers. Adept difficulty has been removed.
Hero activity level is now soft cap + 20. Legend is Power cap + 30, and Master is Power cap + 40. Each has a scaling combat delta that keeps you under level in the activity and provides a smoother pathway to Grandmaster.
Most Hero/Legend/Master/Grandmaster activities now feature the ability to use “overcharged” weapons for increased damage. Which weapons are overcharged are determined by your Seasonal Artifact unlocks and activity modifiers.
Elemental singes and burns have been replaced and broken out into incoming and outgoing components: “threats” and “surges”. Damage bonuses for surges and overcharges do not stack.
RAIDS AND DUNGEONS
Armor pieces from Master difficulty Grasp of Avarice, Duality, and Spire of the Watcher drop with higher stats.
UI/UX
Lightfall title screen
The title screen has received a visual and audio update for Lightfall.
Guardian Ranks
UI throughout Destiny 2 has been updated to display player’s Guardian Rank.
Orbit Screen
Added a button to directly access the Journey tab.
Triumphs tab → Journey tab
When building the Guardian Ranks feature, the team leaned into the opportunity to refresh and relabel the Triumphs tab to better encapsulate the player’s journey through Destiny 2.
Many of the changes will be immediately visible but some are more subtle including:
An access point to view details about the Commendations you have sent and received.
An additional access point for Seasonal Challenges.
Seals are no longer broken into two categories – Seals and Titles – they are just Titles.
Additionally, to focus the information shown at the top level, both Triumphs and Titles have been migrated to bespoke sub-screens.
Added the ability to equip/unequip Titles from the sub-screen rather than going into the details screen.
Commendations
Commendations may be sent and received near the end of most activities.
Accessibility
In all locations where Commendations may be viewed or given, the player’s Colorblind preferences are respected.
This includes VFX in the post-game carnage report.
Post Game Carnage Report (PGCR)
Updated the PGCR to complement the new Commendations feature and updated some features.
The PGCR now consists of two tabs, the Commendations screen and the scoreboard.
The reputation wheel has been simplified and is displayed on the top right of the scoreboard page.
The player can now access the PGCR during the mission end countdown by pressing a button to open Nav mode. Holding it down will still take you to the Director.
A tradeoff for this functionally is that when the mission end countdown is active the Nav mode cannot be opened. Pressing a button to open Nav mode will open the PGCR instead.
Ritual Rank Tooltips
Updated rank tooltips so all rank tooltips now include a streak tracker and added a section that shows a player’s total reputation rank points.
Tracking
More items can be tracked at a time:
Up to three Guardian Ranks objectives can be tracked.
Up to six non-Guardian Ranks objectives can be tracked.
Nav mode updates:
A tab has been added specifically to display tracked Guardian Ranks objectives.
Tracked objectives that are not specific to Guardian Ranks are grouped together.
Tracking now split into multiple sections on the Journey tab.
All currently trackable, non-quest objectives are shown below the Seasonal Challenges access point.
Guardian Ranks auto-tracking is enabled by default.
The goal is to immediately point players towards objectives they can work on to increase their Guardian Rank.
This may be toggled on the Journey screen if manual tracking is more your speed.
Tracked Seasonal Challenges properly display their challenge type in its tooltip on the tracking screen.
Collections
Some access points have migrated from the Triumphs tab to the Collections tab:
Lore
Weapon patterns & catalysts
Medals
Stat trackers
Increased the number of visible ‘recently discovered’ items.
Waypoints
Rectangles are out. Circles are in.
Guardian Ranks replaces Season Pass level for Guardians.
Records
In order to help call out which Guardian Rank records are Seasonal, a blue gradient has been added to the bottom of all Seasonal records including those on the Seasonal Challenges screen.
Vendors
Ritual vendors in the Tower (Zavala, Shaxx, Drifter, Banshee-44, Saladin, Saint-14) now have help tooltips describing the core ritual and reputation, as well as explaining some of the less visible features.
QOL UPDATES AND FIXES
Character screen
Removed the currency display on the Character screen.
Clans
Fixed an issue where Hawthorne’s icon on the Tower map wouldn’t consistently pulse when a clan engram was available to claim.
Roster
Improved contrast between player names and background colors on the Roster.
Fixed an issue causing the Director screen to refresh the footer UI when players in the Roster changed states.
Settings
Fixed an issue causing the Settings menu to close when leaving a submenu.
GAMEPLAY AND INVESTMENT
ARMOR
Armor energy type has been deprecated. Armor now has untyped armor energy, and all mods use that untyped energy when socketed.
Armor mods that were previously based on weapon archetype are now based on weapon damage type.
Most armor mods that are based on weapon damage type also have a harmonic version, which is discounted when the weapon’s damage type matches your subclass damage type.
Armor mod costs have been generally reduced across the board.
The Combat Style mod socket has been deprecated and replaced on all armor pieces with an extra socket for mods associated with that armor slot (helmet, gauntlets, etc.).
The Charged With Light and Elemental Wells armor mods have been merged into a single system: Armor Charge.
Players using the Armor Charge system can gain up to three stacks of Armor Charge at a time (expanded up to six stacks by equipping Charged Up mods).
Picking up an Orb of Power grants one stack of Armor Charge.
Many mods that previously created Elemental Wells or granted stacks of Charged With Light directly have been modified to instead spawn Orbs of Power.
Mods that provide an ongoing benefit (such as Font of Wisdom) now grant that benefit as long as you have stacks of Armor Charge; these mods cause Armor Charge stacks to decay every 10 seconds.
Some redundant mods have been deprecated when their effect would overlap with an existing mod’s effects.
Some armor mods (such as the Kickstart mods and most mods triggered by using a finisher) now make use of the Armor Charge system.
Some of the functionality of Elemental Wells and their associated mods have been moved into subclass fragments and the new Firesprite and Void Breech.
Warmind Cells have been deprecated.
Seasonal Artifact
Unlocking a perk in the Seasonal Artifact now grants that perk directly to the character when it is relevant; you no longer need to socket an armor mod to gain an Artifact perk’s effect.
Column 2 of the Artifact now unlocks multiple discounted mods per node.
The maximum number of unlocked perks has been reduced to 12.
Resetting your selections in the Seasonal Artifact is now free.
Removed the one-second button hold to unlock an Artifact perk; a single button press now unlocks the perk.
Artifice armor has had its bonus socket converted into a socket that allows you to increase any one stat on that armor piece by +3.
Adjusted the amount of damage reduction provided by the Resilience stat in PvE. At tier 10 damage reduction now caps at 30% (down from 40% in Season 19), and the progression of the damage reduction across tiers has been smoothed to give more relative value to lower tiers of Resilience.
The armor mods granting Resilience have had their armor energy costs increased to 4 (+10 Resilience) and 2 (+5 Resilience).
The Iron Lord’s Pride perk has been added to all Iron Banner armor sets from Season 8 to the present.
Exotic Armor changes
Khepri’s Sting: Truesight is now granted when damaging an enemy with a smoke bomb. Additionally, when you have an undetonated smoke bomb on the battlefield and have not been made invisible by a smoke bomb, you gain significantly increased melee energy generation.
Heart of Inmost Light: Reduced duration of the empowered ability buffs in PvE to five seconds (down from 10 seconds). Reduced bonus class ability regeneration while empowered to +25% per stack in both PvE and PvP (down from +150% and +38%, respectively).
This change is intended to decrease how easy it is to get and maintain a 2x empowerment bonus in PvE, as well as reduce the total amount of bonus ability energy provided. The goal is for Heart of Inmost light to remain strong in ability-focused builds, while giving room for other Exotics to shine as well.
The Bombardiers now cause targets damaged by its explosive to become severed when used by a Strand Hunter.
Chromatic Fire has been updated to work with Strand.
Mantle of Battle Harmony updated to work with Strand.
Verity’s Brow updated to work with Strand.
Felwinter’s Helm triggers weaken burst off Strand melees.
Claws of Ahamkara will not provide an additional melee charge when equipped to a Strand subclass.
Armor that supports coloration and appearance change based on your currently selected subclass has been updated to support Strand. This includes the following:
2020, 2021, and 2022 Solstice Armor sets.
Antaeus Wards and ornaments.
No Backup Plans and ornaments.
WEAPONS
Crafting changes
Resonant elements have been removed.
Crafting component costs have been replaced with standard currencies such as Glimmer and Enhancement Cores.
Deepsight will now only manifest on weapons that have a pattern available to unlock.
Deepsight has been removed on existing weapons that do not have a pattern available to unlock.
The Deepsight attunement objective has been removed. You can immediately extract or dismantle the weapon to obtain pattern progress.
Crafting bug fixes
Fixed an issue where a crafted perk cost was doubled for the King’s Fall weapons Defiance of Yasmin and Smite of Merain.
Updated several different weapon VFX to address miscellaneous bugs and performance issues.
Restored the correct audio to Field-Forged shotguns.
Red reticle is now enabled on PC.
Linear Fusion Rifles
Reduced damage vs. Champions, minibosses, bosses, and vehicles by 15%.
Sleeper Simulant and The Queenbreaker are unaffected.
Machine Guns
Increased damage by 10%.
Increased reserve ammo by 50% at 0 inventory stat and 20% at 100 inventory stat.
Heavy Grenade Launchers
Increased damage vs. Champions, minibosses, bosses, and vehicles by 20%, minors by 40%.
Improved projectile collision, making it slightly easier to land hits.
Increased blast radius by 1m.
Parasite is unaffected.
Shotguns
Shotgun reticles now change in size proportional to spread angle.
Related note: The Legend of Acrius hip-fire reticle is now a bit more representative of its (very large) spread angle.
Kinetic Weapons
Kinetic Primary weapon damage multiplier against unshielded combatants increased from 1.05 to 1.1.
Kinetic Special weapon damage multiplier against unshielded combatants increased from 1.05 to 1.15.
Kinetic slot Stasis weapons no longer have the 5% damage bonus versus unshielded targets in PvE.
Exotics
The Queenbreaker
Now uses Arc 3.0 blind.
Shot now chains to multiple nearby enemies.
Ruinous Effigy
Transmutation sphere slam attack now suppresses.
Leviathan’s Breath
Now applies volatile on perfect draw impact.
Increased damage from 396 to 442. This allows it to once again one-hit kill all Supers in PvP.
Increased damage vs. Champions by 30%.
One Thousand Voices
Each explosion now applies 10 + 5 (with Ember of Ashes) scorch stacks.
Sunshot
Explosion on kill now applies 10 + 5 scorch stacks.
Polaris Lance
Perfect Fifth shots now apply 40 + 20 scorch stacks instead of a custom burn.
Two-Tailed Fox
Solar rocket now applies 60 + 30 scorch stacks instead of burn.
Prometheus Lens
Added the Incandescent perk to the catalyst.
Grand Overture
Switched the catalyst to use Arc blind.
The Manticore
Added a hip-fire reticle element to showing current stacks of Antigrav Repulsor.
Tractor Cannon
Fixed a crash when Tractor Cannon was fired at large groups of Stasis crystals.
The Fourth Horseman
Fixed an issue where this weapon had received an unintended 20% damage nerf.
Thunderlord
Fixed an issue where this weapon’s lightning strikes could disrupt you or your teammates.
Perks
These perks have been updated to work with Strand:
Osmosis
Golden Tricorn
Elemental Capacitor
Grants +20 airborne effectiveness (+25 for the enhanced perk).
Rewind rounds
Rebuilt to work on non-Vault of Glass weapons.
Eager Edge
No longer deactivates when moving faster than 35m/s.
Deactivates correctly after a single melee swing.
Reduced the base lunge distance buff from 2 to 1.8.
Reduced airborne lunge distance penalty from 25% to 20%.
The enhanced perk now increases lunge distance slightly, back up to 2.
Blinding grenades
Renamed to “Disorienting Grenades”.
Veist Stinger
This was typically a full reload when the perk activated, it now reloads 25% of the magazine.
Zen Moment
Now also reduces incoming flinch.
The perk has been branched so that shots from different archetypes ramp up the effect more quickly.
1x for Submachine Guns, Auto Rifles, and Machine Guns.
1.5x for Pulse Rifles and Sidearms.
2x for Hand Cannons and Scout Rifles.
Danger Zone
Updated the description to include that, while active, the perk also reduces self-damage from the weapon.
Wellspring
Fixed an issue where this perk was not rewarding the correct amount of energy.
Now works with abilities that have multiple charges.
For abilities with multiple charges, once the ability has one full charge it is considered “charged” and will divert excess energy into the other abilities while giving the “charged” ability the least amount.
The fix for the enhanced version of this trait is coming in a future patch.
Cascade Point
No longer triggers off of non-precision damage against weakened targets.
ABILITIES
Rescaled the efficacy of Discipline, Strength, and each class ability stat on grenade, melee, and class ability regeneration rates:
In general, Tier 10 stat is roughly equivalent to Tier 8 in the previous system.
Each increase in Tier now provides a more consistent benefit to the ability’s cooldown reduction, rather than spiking heavily at low tiers.
Hunter
Supers
Arc Staff
Increased the maximum number of Orbs that can be created via defeating targets from 5 to 7.
Golden Gun: Marksman
Increased the maximum number of Orbs that can be created via defeating targets from 5 to 7.
Golden Gun: Deadshot
Increased the maximum number of Orbs that can be created via defeating targets from 5 to 7.
Spectral Blades
Increased the maximum number of Orbs that can be created via defeating targets from 5 to 7.
Reduced base cooldown time from 10m25s to 9m16s.
Gathering Storm
Decreased the maximum number of Orbs that can be created via defeating targets from 7 to 5.
Silence and Squall
Decreased the maximum number of Orbs that can be created via defeating targets from 7 to 5.
Blade Barrage
Decreased the maximum number of Orbs that can be created via defeating targets from 7 to 5.
Class Abilities
Marksman’s Dodge
Reduced base cooldown time from 34s to 29s.
Gambler’s Dodge
Reduced base cooldown time from 46s to 38s.
Melees
Weighted Throwing Knife
Increased base cooldown time from 109s to 137s.
Lightweight Knife
Increased base cooldown time from 90s to 100s.
Proximity Explosive Knife
Increased base cooldown time from 100s to 111s.
Withering Blade
Reduced base cooldown time from 113s to 100s.
Titan
Supers
Fists of Havoc
Increased the maximum number of Orbs that can be created via defeating targets from 5 to 7.
Increased PVE damage by 20%.
Glacial Quake
Increased the maximum number of Orbs that can be created via defeating targets from 5 to 7.
Hammer of Sol
Increased the maximum number of Orbs that can be created via defeating targets from 5 to 7.
Reduced base cooldown time from 10m25s to 9m16s.
Burning Maul
Increased the maximum number of Orbs that can be created via defeating targets from 5 to 7.
Sentinel Shield
Increased the maximum number of Orbs that can be created via defeating targets from 5 to 7.
Thundercrash
Decreased the maximum number of Orbs that can be created via defeating targets from 7 to 5.
Reduced maximum flight time from 5 seconds to 4.5 seconds.
Reduced size of the damaging volume around the player and pushed it further forward in front of the player to make drive-by disintegrations more intentional.
Reduced detonation size vs. players by ~20%; unchanged vs. PVE combatants.
Downward vertical influence now begins earlier in flight.
Ward of Dawn
Ward maximum health reduced from 13500 to 8000.
Rescaled PVE combatant damage vs. the Ward to compensate; in general, Ward of Dawn’s effective HP against PvE combatants should not meaningfully change.
Standardized the damage dealt by each type of Kinetic and Energy weapon against the Ward. Previously, Energy weapons did 2.5x damage to Ward of Dawn and Kinetic weapons did 1x damage. Now regardless of damage type, weapons do 1.5x damage to the Ward.
Armor of Light has been updated to reduce its potency in PVP:
Maximum health reduced from 425 to 300.
Now inherits Void Overshield’s 50% PvE damage resistance to compensate.
No longer negates precision damage.
Melees
Ballistic Slam
Now suppresses the attacking player’s base melee for 0.9s after landing, so a follow-up melee cannot be performed until the player returns to first person.
Increased base cooldown time from 90s to 114s.
Shield Bash
Increased base cooldown time from 90s to 114s.
Seismic Strike
Increased base cooldown time from 90s to 101s.
Hammer Strike
Increased base cooldown time from 90s to 101s.
Shield Toss
Reduced base cooldown time from 100s to 91s.
Aspects
Knockout
Reduced basic melee damage bonus vs. players from 60% to 50%.
Reduced full body melee damage bonus vs. players from 25% to 20%.
Warlock
Supers
Stormtrance
Increased the maximum number of Orbs that can be created via defeating targets from 5 to 7.
Nova Warp
Increased the maximum number of Orbs that can be created via defeating targets from 5 to 7.
Winter’s Wrath
Increased the maximum number of Orbs that can be created via defeating targets from 5 to 7.
Daybreak
Increased the maximum number of Orbs that can be created via defeating targets from 5 to 7.
Throw cost reduced from 10% to 6.5% per swing.
Increased damage vs. PvE combatants by 25%.
Reduced base cooldown time from 10m25s to 9m16s.
Chaos Reach
Decreased the maximum number of Orbs that can be created via defeating targets from 7 to 5.
Nova Bomb
Decreased the maximum number of Orbs that can be created via defeating targets from 7 to 5.
Class Abilities
Phoenix Dive
Reduced base cooldown time from 82s to 55s.
While Daybreak is active Phoenix Dive’s cooldown is significantly reduced, allowing for rapid reactivations.
While Daybreak is active, Phoenix Dive’s detonation damage increased from 40/80 min/max to 100/220.
Restoration duration when activated while Heat Rises is active increased from 1s to 3s.
Melees
Celestial Fire
Increased base cooldown time from 100s to 112s.
Incinerator Snap
Reduced base cooldown time from 90s to 83s.
Penumbral Blast
Reduced base cooldown time from 114s to 101s.
Aspects
Heat Rises
Split the airborne effectiveness bonus previously granted by consuming your grenade between a passive and active benefit:
Previously, granted 70 airborne effectiveness when Heat Rises was active after consuming a grenade.
Now grants 20 airborne effectiveness passively while Heat Rises is equipped, and an additional 50 airborne effectiveness while Heat Rises is active, for the same total of 70 airborne effectiveness.
Grenades
Arc
Lightning grenade
Increased base cooldown time from 121s to 152s.
Increased PvE damage by 20%.
Storm grenade
Increased base cooldown time from 105s to 121s.
Flux grenade
Reduced base cooldown time from 182s to 152s.
Pulse grenade
Increased PvE damage by 20%.
Solar
Healing grenade
Increased base cooldown time from 82s to 91s.
Tripmine grenade
Increased base cooldown time from 91s to 121s.
Solar grenade
Increased base cooldown time from 121s to 152s.
Increased PvE damage by 20%.
Thermite grenade
Increased base cooldown time from 105s to 121s.
Increased PvE damage by 20%.
Incendiary grenade
Reduced base cooldown time from 121s to 105s.
Void
Void Spike grenade:
Increased base cooldown time from 91s to 121s.
Increased PvE damage by 20%.
Voidwall grenade
Increased base cooldown time from 105s to 152s.
Increased PVE damage by 20%.
Vortex Grenade
Increased base cooldown time from 121s to 152s.
Increased PvE damage by 20%.
Magnetic grenade
Reduced base cooldown time from 121s to 105s.
Scatter grenade
Reduced base cooldown time from 121s to 105s.
Stasis
Duskfield grenade
Increased base cooldown time from 64s to 91s.
Added new elemental pickups to the Void and Solar subclasses:
Void Breach
Void Breaches are created by a selection of new and existing Void fragments, and grant class ability energy on pickup.
Firesprite
Firesprites are created by a suite of new and existing Solar fragments, and grant grenade energy on pickup.
Fragments
Arc
Spark of Resistance
Increased nearby enemy count requirement for activation from 2 to 3.
Reduced linger time after you’re no longer surrounded from 4 seconds to 2 seconds.
Spark of Instinct (New!)
When critically wounded, taking damage from nearby enemies emits a burst of damaging Arc energy that jolts targets.
Spark of Haste (New!)
You have greatly increased Resilience, Recovery, and Mobility while sprinting.
Solar
Ember of Tempering
Now creates a Firesprite on Solar weapon kills while active, in addition to its original effects.
Ember of Combustion
Now creates a Firesprite on Solar Super defeats, in addition to its original effects.
Ember of Searing
Now creates a Firesprite when defeating scorched targets, in addition to its original effects.
Ember of Mercy (New!)
When you revive an ally, you and other nearby allies gain Restoration. Picking up a Solar Flare grants Restoration.
Ember of Resolve (New!)
Solar grenade final blows heal you.
Void
Echo of Domineering
Now creates a Void breach when defeating suppressed targets, in addition to its original effects.
Echo of Harvest
Now creates a Void breach when defeating weakened targets with precision damage, in addition to its original effects.
Echo of Starvation
Now grants devour on picking up a Void Breach, in addition to its original effects.
Now allows Orb of Power pickup with full Super energy.
Echo of Cessation (New!)
Finisher final blows create a burst of Void damage that causes nearby enemies to become volatile. Defeating volatile targets creates a Void breach.
Echo of Vigilance (New!)
Defeating a target when your shields are depleted, grants you a temporary Void overshield.
Subclass Keywords
Arc
Jolt
Jolt lightning damage now stuns Overload Champions.
Blind
Blinding Unstoppable Champions now stuns them.
Solar
Radiant
While radiant, your weapons now also pierce Barrier Champion shields and stuns them.
Note: Weapons that already have an existing anti-Champion behavior (i.e. an Artifact mod, an intrinsic anti-Champion capability, or the ability to apply another subclass keyword that stuns a Champion type) will not be granted the anti-barrier behavior from being radiant.
Ignition
Ignition damage now stuns Unstoppable Champions.
Void
Volatile Rounds
While you have volatile rounds, your Void weapons now also pierce Barrier Champion shields and stuns them.
Note: Weapons that already have an existing anti-Champion behavior (i.e. an Artifact mod, an intrinsic anti-Champion capability, or the ability to apply another subclass keyword that stuns a Champion type) will not be granted the anti-barrier behavior from volatile rounds.
Suppression
Suppressing Overload Champions now stuns them.
Stasis
Slow
Slowing Overload Champions now stuns them.
Shatter
Shatter damage now stuns Unstoppable Champions.
COMBATANTS
Champions now correctly stun even when they’re playing another animation, such as a spawn-in.
This was a tricky one, so thank you for your patience!
Champion stun time is now consistent across all Champions.
This used to be dependent on the animation length, leading to slightly different times between combatants.
Champions can now be stunned with various elemental verbs:
Barrier Champions are weak to:
Shots from a player with the Solar radiant buff
Void volatile rounds
Strand unraveling rounds
Overload Champions are weak to:
Arc jolt
Void suppression
Stasis slow
Unstoppable Champions are weak to:
Arc blind
Solar ignition
Stasis shatter
Strand suspend
FINISHERS
All subclass-agnostic finishers now support Strand coloration when using a Strand subclass.
Updated the VFX for Stasis finishers to fix a coloration issue.
EMOTES
The “Ghost Fist Bump” Exotic emote now supports Strand coloration when using a Strand subclass.
POWER AND PROGRESSION
Weekly powerful rewards have been removed from Throne World and added to Neomuna.
SEASONAL UPDATES: ENGRAMS, ENERGY, FOCUSING, CHESTS, AND KEYS
Umbral engrams are no longer used to focus seasonal weapons and armor and will no longer drop from the game.
As a result, there will no longer be Seasonal umbral energy.
Seasonal engrams are a new type of engram.
You can visit the seasonal vendor to open them.
Or you can spend multiple seasonal engrams to focus into specific weapons or armor.
Seasonal focusing is now a separate screen and can be accessed at the vendor by pressing the button next to upgrades.
If you focused Crucible engrams in Season 19 at Shaxx, you’ll be familiar with this system.
Seasonal engrams are stored at the vendor and do not require inventory space.
There is a wallet item you can acquire by visiting the seasonal vendor. Hovering over this item in your inventory will show you how many engrams you have for each vendor. If you delete this item, you can reacquire it from the vendor.
Owners of a season will now periodically be rewarded with a seasonal engram and/or a seasonal key upon completing activities throughout the game.
These are known as defiant engrams and defiant keys for Season of Defiance.
Playlist versions of the seasonal battlegrounds have one chest at the end of the activity.
If you DO NOT have a seasonal key when you open that chest, you will receive a seasonal weapon or armor.
If you DO have a seasonal key, it will be consumed and you will receive the following:
EITHER a seasonal weapon with Deepsight resonance that you have not completed the crafting pattern for OR a high stat piece of seasonal armor.
AND a seasonal engram.
Make sure you open the chest at the end of the activity!
World pool weapons and armor no longer drop at the end of the playlist version of seasonal activities.
Direct launch versions of the seasonal battlegrounds will not have chests and instead award world pool weapons and armor.
PLATFORMS AND SYSTEMS
PC PLATFORMS
Added support and in-game setting to toggle NVIDIA Reflex (on supported PC hardware).
Fixed various minor QoL issues regarding the Controller settings menus on PC.
GENERAL
Collision damage is no longer lethal against Guardians.
Ghost projections that changed color based on your subclass now support Strand coloration when using a Strand Subclass.
LOCALIZATION
Players now have access to full Mandarin audio localization across all new Lightfall content, the accompanying Season, and core game modes covering Crucible, Gambit, and strikes.
Ikora for German has been re-cast.
Bungie has announced that the official patch notes will be released at 10 am PST/1 pm ET/2 am HKT.
In the meantime, here are some of the confirmed changes:
Would you like to play a game?
Pick a number from 1 – 205 and we will respond with the corresponding Lightfall patch note.
We’ll update the article once the official patch notes are out. Don’t forget, the game’s servers won’t be functional until tomorrow. You can read about the complete maintenance schedule and status right here.
Update: Bungie has released the official patch notes.
If you’re seeing Destiny 2 down reports surface this Feb. 27, it’s perfectly fine, as Bungie has taken the D2 servers offline for prolong maintenance, and this is in part to roll out the massive Lightfall expansion via patch 7.0.0.1!
Destiny 2 Down for Server Maintenance Status and Updates for Feb. 27 to Feb. 28:
Sign-on and game integration features will be unavailable on web, mobile, 3rd-party apps, and the Bungie Store.
Players who observe issues should report to the #Help forum.
8:45 AM PST
-8 UTC
Destiny 2 will be brought offline for expected maintenance.
Players will be removed from activities and won’t be able to log back in until 9 AM PST on February 28, 2023.
Ongoing Destiny maintenance is expected to conclude at 10 AM PST on February 28, 2023.
Tuesday, February 28, 2023
9:00 AM PST
-8 UTC
Update 7.0.0.1 will be available across all platforms and regions.
Players will be able to log back into Destiny 2.
Players logging into the game may be placed in a queue and may experience sign-on issues as background maintenance is still ongoing.
10:00 AM PST
-8 UTC
Destiny 2 maintenance is expected to conclude.
Console players who encounter issues updating to 7.0.0.1 should restart their console and try downloading the Update.
Players who observe issues should report to the #Help forum.
Same as always, if there are any server maintenance changes, we’ll update the article to reflect it. We’ll provide a link out to patch 7.0.0.1 once the changelog is made available.
Motive Studio has released Dead Space update 1.000.006, and this is a small download, so don’t expect anything major outside of fixes. Read on for what’s new in the Dead Space Feb. 27 patch notes.
Dead Space Update 1.000.006 Patch Notes | Dead Space Feb. 27 Patch Notes:
Size: 256MB (PS5)
So far, Motive has not released the official patch notes just yet, though we expect that to change within the day. In the meantime, here are the confirmed list of issues that have yet to be fixed and have been acknowledged by EA (linked):
Game-breaking bugs that stop playtrhoughs which affect Impossible runs (link)
Hopefully, the issues listed above have been remedied with today’s title update. We expect Motive to release the official patch notes within the day, and once we know more, we’ll update the article.
The first Pokemon Scarlet & Violet DLC “The Hidden Treasure of Area Zero” has been revealed today, set for a two-part launch in late 2023. The first part of the DLC, titled “The Teal Mask,” will let players visit Kitakami in Fall 2023, while the second part “The Indigo Disk” will have players study as an exchange student in Blueberry Academy when it launches in Winter 2023. Two new Paradox Pokemon, “Walking Wake” and “Iron Leaves,” will also be joining Scarlet & Violet with a Tera Raid Battle event running from February 27 through March 12.
The first part of The Hidden Treasure of Area Zero is titled “The Teal Mask,” and will tentatively launch this fall. The Teal Mask brings players to Kitakami as part of a school trip beyond the region of Paldea. It features a new tiki mask-clad Pokémon “Ogrepawn” and several returning monsters: Chingling, Milotic, Shiftry, Yanma, Ninetales, and Vikavolt.
In the winter, “The Indigo Disk” will have players studying as a foreign exchange student in Blueberry Academy. “The Indigo Disk” features the return of Zebstrika, Whimsicott, Dewgong, Metagross, Alcremie, and Espurr. It will also bring a new Pokemon to the game: Terrapagos, a bejeweled turtle-horseshoe crab.
Pre-ordering the DLC now will immediately reward players with new wearable uniforms. Pre-orders before October 21, 2023, will also exclusively provide a special Hisuian Zoroark. This Tera-type-Dark Hisuian Zoroark has the Charismatic mark and knows the Happy Hour move too.
Additionally, two new Paradox Pokemon, “Walking Wake” and “Iron Leaves,” are joining the game today as part of a new Tera Raid Battle lasting until March 12. The Water/Dragon type Walking Wake will feature in Scarlet with a Water Tera Type in Tera Raid Battles. For Violet, Iron Leaves is a Grass/Psychic type Pokemon with a Grass Tera Type in Tera Raid Battles.
Check out the trailer for these two Paradox Pokemon below:
Pokemon Scarlet & Violet is available now for the Nintendo Switch. Check out our review of the game, where, despite its faults, we found it “a fine game that most die-hard fans of the series will enjoy.”
Game Freak has revealed the patch notes for Pokémon Scarlet and Pokémon Violet update 1.2.0 today. This update comes with new features, some important bug fixes and improvements. Check out the Pokémon Scarlet and Violet Feb. 27 patch notes below.
Pokémon Scarlet and Pokémon Violet Update 1.2.0 Patch Notes | Pokémon Scarlet and Pokémon Violet Feb. 27 Patch Notes:
Ver. 1.2.0
Thank you for playing the Pokémon series.
With this update, we have added new features, new functionality for Pokémon Boxes, and fixes for bugs that affected game progress, among other updates. We will continue to take your feedback very seriously and take measures to improve your gameplay experience.
With this update, we are planning to add features to Pokémon Boxes and fix bugs that affect game progress, among other updates. We will continue to take your feedback very seriously and take measures to improve your gameplay experience.
Newly Added Features
The Nintendo eShop page for The Hidden Treasure of Area Zero DLC for the Pokémon Scarlet game or the Pokémon Violet game can now be accessed via the main menu.
Trainers can now enjoy Online Competitions and Friendly Competitions in the Battle Stadium, and entries are now open for an official Online Competition: Paldea Prologue.
Players can now connect their games to Pokémon GO.
Feature Adjustments
Additional functionality will be added for Pokémon Boxes:
From a Pokémon’s summary, players will be able to change Pokémon’s nicknames, markings, held items, and mark- or Ribbon-related titles, as well as being able to reorder moves, have Pokémon remember moves, have Pokémon forget moves, and use TMs.
Players will be able to swap out held items by pressing the Y Button when in the Held Items view.
Players will be able to select All Boxes while moving Pokémon or items in the Party and Boxes view and Held Items view.
When in the Battle Team view, Pokémon in your Boxes that are assigned to a Battle Team will now have their icons displayed in a darker hue if those Pokémon are members of the Battle Team that is currently being displayed.
The News screen will be displayed when you connect to the internet from the main menu, just as it is when connecting to the internet from the Poké Portal.
Bug Fixes
Tera Raid Battles
A bug that can prevent an opposing Tera Pokémon’s HP gauge from properly reflecting damage done by certain moves (such as Play Rough) or certain status conditions may occur in Tera Raid Battles, resulting in the Tera Pokémon’s HP gauge fluctuating in an unusual manner. This will be fixed.
A bug that causes all Pokémon on your side to faint at once despite their HP gauges indicating that they still have HP may occur in black crystal Tera Raid Battles against Pokémon with the Mightiest Mark. This will be fixed.
A bug that can temporarily prevent a player from entering any input into the game may occur if a Tera Pokémon takes certain actions while the player is choosing the target of their move. This will be fixed.
A bug that causes a communication error may occur when someone connecting to a Tera Raid Battle sees a different Pokémon displayed on their screen than what the host sees. This will be fixed.
A bug may occur that causes players joining a Tera Raid Battle from the Tera Raid Battles search screen to be brought to a Tera Raid Battle against a Pokémon different from the one they saw displayed. This will be fixed.
A bug that causes Tera Raid Battle crystals to not appear for a set amount of time may occur under certain circumstances. This will be fixed.
Battles
Type matchups against Pokémon that have fainted will no longer appear when selecting a move or target during Double Battles.
A Zoroark that has Terastallized and is disguised as another Pokémon via its Illusion Ability can be identified as a Zoroark by using the Check Target option. This is a bug and will be fixed.
When a Zoroark has Terastallized and is disguised as another Pokémon via its Illusion Ability, the type matchups of moves are displayed based on the type of the Pokémon that Zoroark is disguised as, rather than Zoroark’s Tera Type. This is a bug and will be fixed.
The stats of a Dondozo with a Tatsugiri in its mouth will increase when Dondozo uses Order Up, even when the move should have been negated (for example, by an opponent using Protect). This is a bug and will be fixed.
If a Pokémon Terastallizes after using Destiny Bond and then faints, the effects of Destiny Bond will fail to activate. This is a bug and will be fixed.
Other
We will address an issue that can cause the game to forcibly close at certain locations. As a result of this fix, there may be a reduction of Pokémon and people displayed in certain towns or in the wild.
When a Pokémon that is not a part of the Paldea Pokédex is obtained through a Link Trade, it is displayed as being registered to the Paldea Pokédex. This is a bug and will be fixed.
Certain actions can cause the main character’s expressions to not change until the game is closed and reopened. This will be fixed.
A bug occurred for some players after Ranked Battles Season 1, wherein visiting the Ranked Battles screen immediately after the season’s results had been calculated caused a communication error right after these players received their rewards. Following this error, players were unable to participate in any further Ranked Battles. This will be fixed.
If a player has created several Battle Teams but does not use the Battle Team in the first slot for their Ranked Battles, they may not receive the Master Rank Ribbon after winning Ranked Battles in the Master Ball Tier. This will be fixed.
When a Pokémon you caught comes back to you from another player through Link Trade, it may not listen to your commands in accordance with what is written in the profile app (“Pokémon caught at Lv. XX or below will listen to your commands”). This will be fixed.
A bug is preventing the Pokédex from displaying additional entries (such as entries for Shiny Pokémon or Pokémon that were received through Surprise Trade from players that play in a different language) for Pokémon species that were already registered in the Pokédex. This will be fixed.
Objects such as Poké Balls may be displayed in certain locations of the field unintentionally. This will be fixed.
Passersby will no longer be displayed during certain battles that take place in towns during the main story.
Other select bug fixes will be implemented.
Notes:
We are planning further features and bug fixes not listed in these patch notes. Please check back here for full details when the update data is distributed.
Update contents and details are subject to change.
With Bungie pre-emptively releasing the Lightfall title update on PS5 in select regions, it seems some gamers are running into issues loading the game because of it. Thankfully, the studio is aware of the Destiny 2 PS5 stuck in menu issue and the update not progressing problems players have experienced since the patch roll out.
Destiny 2 PS5 Stuck in Menu and Update Not Progressing Issues – How to Fix:
PS5 players who still want to play Destiny 2 need to perform the following:
• Uninstall the game
• Go to “Game Library”
• Select “Your Collection”
• Select the Destiny 2 icon
• Select the PS5 version
• On the D2 store page, select “Download” to reinstall D2
Twitter user mynamesfreya mentioned that they got the game to work without reinstalling by doing the following:
• Cancel and delete the update
• Press start on the Destiny 2 icon
• Go to Manage Game Content
• Scroll down and install one of the languages
Note that the download won’t officially be available until Feb. 27, 9 am PST/12 pm ET/1 am HKT. So if you’re on PS5 and want to play now before Lightfall drops, you might want to do those steps in order to be able to login.
With Motive Studio hitting gold with the recently released Dead Space remake, it might seem like remaking the franchise’s sequels would be a no-brainer move. Well, it seems parent company EA needs more convincing before they greenlit a Dead Space 2 remake, as the publisher is now seeking player feedback via a Dead Space survey being sent out.
Over on Reddit, multiple users have reported getting a Dead Space survey with two of the questions notably asking the interest level of the survey taker on a Dead Space 2 and 3 remake.
Mind, this is not a guarantee that a Dead Space 2 remake or a DS3 remake are in the cards, but I wouldn’t bet against it existing in some form in the near future — especially since Motive Studio devs themselves have expressed interest in crafting more games in the franchise.
Best to check your spam folder in your email, and if you did get one, make sure to tick “extremely interested.” Unless, of course, you don’t want a remade sequel to one of the best horror games of all time. As someone who’s played Dead Space 2, it’s easily the best of the trilogy. Now, DS3 is another matter, as it featured some changes that wasn’t really accepted by the playerbase back then.
For reference, Dead Space 2 was released back in 2011 for the PS3, Xbox 360 and PC, while Dead Space 3 was released in 2013 for the same platforms.
If you still haven’t played the Dead Space remake, go read our review here, where we state, “Motive has resurrected the franchise and with style! Dead Space 2023 is a fantastic way to start the year for horror fans, and is one indoctrination worth experiencing.”
With Battlefield 2042 Season 4: Eleventh Hour kicking off in just a few days, it seems EA has more than just the Battle Pass awaiting gamers who are willing to open their wallets for the game, as the Battlefield 2042 “Welcome Pack” for Season 4 has surfaced on the official Xbox Storefront.
Check out the image below screencapped from the official Xbox Store where the listing is still live:
According to Reddit’s, this Welcome Pack is priced at 500 Boins (Battlefield Coins) or roughly $5 in real-world currency. It’s not up yet on the PC and PlayStation storefronts, but we gather, it’s just a matter of time until they are.
Battlefield fan and YouTuber DANNYonPC wisely pointed out that this welcome pack (Starter Pack) was also available in Battlefield V for the same price:
With Battlefield 2042 set to become available to PlayStation Plus active members this March, this might be the perfect time for EA to snag a quick buck or two from gamers who are starting their BF2042 journey.
While the Destiny 2 Lightfall expansion officially launches this Tuesday, players have begun receiving its preload update. Unexpectedly, that update is also locking players out of the game, though it did give us our first listen at the new theme for the expansion. Here’s what the new Destiny 2 Lightfall theme music sounds like.
Two themes (one shorter than the other and slightly different) are revealed with this update, one that plays during the main boot sequence and the other that is only hearable from the PS5/PS4 main UI. We have recorded both themes, which you can listen to below.
Destiny 2 Lightfall Theme Music:
Destiny 2 Lightfall Theme Music #2
Oh, and if you didn’t catch it, in theme #2, around the forty-five seconds mark, you can hear The Witness motif played. The Witness is the final in the Witch Queen expansion for those unfamiliar. You can also hear the “The Man They Called Cayde” motif from the Forspoken expansion right around the two minutes and forty seconds mark. We’re sure there are other callbacks, but talk about pretty cool, right?
Overall, the theme sounds incredible and a perfect tease of what may be coming with the Lightfall expansion. We cannot wait for this Tuesday and hope to see all you there at launch!
As a reminder, Destiny 2 will be undergoing maintenance this Monday in preparation for Lightfall’s launch. That means that today is your final day to finish anything up for the season before servers go down and a new one starts, so you better get hustling and finish anything you want to before launch!
A gamer at heart, James has been working for MP1st for the last decade to do exactly what he loves, writing about video games and having fun doing it. Growing up in the 90's gaming has been in his DNA since the days of NES. One day he hopes to develop his own game.
Mundfish has released Atomic Heart update 1.003.300 on all platforms, and this is the game’s first post-release patch. Don’t expect anything new outside of fixes. Read on for what’s new in the Atomic Heart Feb, 26 patch notes.
We’re unsure whether this fixes the achievements issue, but we’re keeping an eye out for it. As for the studio, the latest update regarding patches mentioned an FOV slider alongside other quality of life improvements.
Once the studio releases the official patch notes, we’ll update this article accordingly.
Update (Feb. 27): The official patch notes have been released, and the article has been updated accordingly.
A gamer at heart, James has been working for MP1st for the last decade to do exactly what he loves, writing about video games and having fun doing it. Growing up in the 90's gaming has been in his DNA since the days of NES. One day he hopes to develop his own game.
Mundfish has released Atomic Heart update 1.06 on all platforms, and this is the game’s first post-release patch. Don’t expect anything new outside of fixes. Read on for what’s new in the Atomic Heart Feb, 26 patch notes.
We’re unsure whether this fixes the achievements issue, but we’re keeping an eye out for it. As for the studio, the latest update regarding patches mentioned an FOV slider alongside other quality of life improvements.
Once the studio releases the official patch notes, we’ll update this article accordingly.
Update (Feb. 27): The official patch notes have been released, and the article has been updated accordingly.
It seems that Bungie may have accidentally pushed out the Destiny 2 Update 1.075 in some regions a bit too early, as players on PS5 can preload it ahead of the Lightfall expansion release, causing them to be locked out of the final day of the season.
Destiny 2 Update 1.075 Preload for Lightfall
Update 3: Official patch notes for Lightfall are now available!
Update: Official patch notes are here!
ACTIVITIES
CRUCIBLE
Added an Exotic Armor Swap penalty applied to Trials of Osiris and Competitive Division. Equipping a different piece of Exotic armor drains all ability energy in these modes.
Competitive Division
Fixed a bug that caused the Competitive intro quest to auto-claim the completion reward. Rewards are now claimed upon interacting with Shaxx.
Competitive Rift & Showdown have reduced revive delay time to 1.5s from 2s; reduced respawn time to 5.5s from 7s.
VANGUARD OPS
Fixed an issue in Heist Battleground: Europa where a Heavy ammo crate could respawn for players who get quarantined into the boss fight arena.
When you play Vanguard Ops or Nightfall, your final score determines a reputation multiplier for that activity’s completion. Multipliers run from 1.0 (under 30,000 points) to 7.0 (above 250,000). We also tuned the amount of Vanguard rank you receive for completions, Nightfall quality, and streaks.
Full pass on all Vanguard map and mode multipliers, with an eye toward balancing score-per-hour, rather than score-per-attempt.
Vanguard and Nightfall strikes: Added on-screen health bar for bosses previously missing them.
Fixed an issue where player could be given the same objective twice in quick succession in The Devil’s Lair strike.
The Vanguard Ops playlist has increased in difficulty – players can no longer level beyond the enemy combatants.
Additional rotating modifiers have been added to the Vanguard Ops playlist.
DIFFICULTY OPTIONS
Hero, Legend, and Master difficulties have been reworked for greater challenge and to accommodate new modifiers. Adept difficulty has been removed.
Hero activity level is now soft cap + 20. Legend is Power cap + 30, and Master is Power cap + 40. Each has a scaling combat delta that keeps you under level in the activity and provides a smoother pathway to Grandmaster.
Most Hero/Legend/Master/Grandmaster activities now feature the ability to use “overcharged” weapons for increased damage. Which weapons are overcharged are determined by your Seasonal Artifact unlocks and activity modifiers.
Elemental singes and burns have been replaced and broken out into incoming and outgoing components: “threats” and “surges”. Damage bonuses for surges and overcharges do not stack.
RAIDS AND DUNGEONS
Armor pieces from Master difficulty Grasp of Avarice, Duality, and Spire of the Watcher drop with higher stats.
UI/UX
Lightfall title screen
The title screen has received a visual and audio update for Lightfall.
Guardian Ranks
UI throughout Destiny 2 has been updated to display player’s Guardian Rank.
Orbit Screen
Added a button to directly access the Journey tab.
Triumphs tab → Journey tab
When building the Guardian Ranks feature, the team leaned into the opportunity to refresh and relabel the Triumphs tab to better encapsulate the player’s journey through Destiny 2.
Many of the changes will be immediately visible but some are more subtle including:
An access point to view details about the Commendations you have sent and received.
An additional access point for Seasonal Challenges.
Seals are no longer broken into two categories – Seals and Titles – they are just Titles.
Additionally, to focus the information shown at the top level, both Triumphs and Titles have been migrated to bespoke sub-screens.
Added the ability to equip/unequip Titles from the sub-screen rather than going into the details screen.
Commendations
Commendations may be sent and received near the end of most activities.
Accessibility
In all locations where Commendations may be viewed or given, the player’s Colorblind preferences are respected.
This includes VFX in the post-game carnage report.
Post Game Carnage Report (PGCR)
Updated the PGCR to complement the new Commendations feature and updated some features.
The PGCR now consists of two tabs, the Commendations screen and the scoreboard.
The reputation wheel has been simplified and is displayed on the top right of the scoreboard page.
The player can now access the PGCR during the mission end countdown by pressing a button to open Nav mode. Holding it down will still take you to the Director.
A tradeoff for this functionally is that when the mission end countdown is active the Nav mode cannot be opened. Pressing a button to open Nav mode will open the PGCR instead.
Ritual Rank Tooltips
Updated rank tooltips so all rank tooltips now include a streak tracker and added a section that shows a player’s total reputation rank points.
Tracking
More items can be tracked at a time:
Up to three Guardian Ranks objectives can be tracked.
Up to six non-Guardian Ranks objectives can be tracked.
Nav mode updates:
A tab has been added specifically to display tracked Guardian Ranks objectives.
Tracked objectives that are not specific to Guardian Ranks are grouped together.
Tracking now split into multiple sections on the Journey tab.
All currently trackable, non-quest objectives are shown below the Seasonal Challenges access point.
Guardian Ranks auto-tracking is enabled by default.
The goal is to immediately point players towards objectives they can work on to increase their Guardian Rank.
This may be toggled on the Journey screen if manual tracking is more your speed.
Tracked Seasonal Challenges properly display their challenge type in its tooltip on the tracking screen.
Collections
Some access points have migrated from the Triumphs tab to the Collections tab:
Lore
Weapon patterns & catalysts
Medals
Stat trackers
Increased the number of visible ‘recently discovered’ items.
Waypoints
Rectangles are out. Circles are in.
Guardian Ranks replaces Season Pass level for Guardians.
Records
In order to help call out which Guardian Rank records are Seasonal, a blue gradient has been added to the bottom of all Seasonal records including those on the Seasonal Challenges screen.
Vendors
Ritual vendors in the Tower (Zavala, Shaxx, Drifter, Banshee-44, Saladin, Saint-14) now have help tooltips describing the core ritual and reputation, as well as explaining some of the less visible features.
QOL UPDATES AND FIXES
Character screen
Removed the currency display on the Character screen.
Clans
Fixed an issue where Hawthorne’s icon on the Tower map wouldn’t consistently pulse when a clan engram was available to claim.
Roster
Improved contrast between player names and background colors on the Roster.
Fixed an issue causing the Director screen to refresh the footer UI when players in the Roster changed states.
Settings
Fixed an issue causing the Settings menu to close when leaving a submenu.
GAMEPLAY AND INVESTMENT
ARMOR
Armor energy type has been deprecated. Armor now has untyped armor energy, and all mods use that untyped energy when socketed.
Armor mods that were previously based on weapon archetype are now based on weapon damage type.
Most armor mods that are based on weapon damage type also have a harmonic version, which is discounted when the weapon’s damage type matches your subclass damage type.
Armor mod costs have been generally reduced across the board.
The Combat Style mod socket has been deprecated and replaced on all armor pieces with an extra socket for mods associated with that armor slot (helmet, gauntlets, etc.).
The Charged With Light and Elemental Wells armor mods have been merged into a single system: Armor Charge.
Players using the Armor Charge system can gain up to three stacks of Armor Charge at a time (expanded up to six stacks by equipping Charged Up mods).
Picking up an Orb of Power grants one stack of Armor Charge.
Many mods that previously created Elemental Wells or granted stacks of Charged With Light directly have been modified to instead spawn Orbs of Power.
Mods that provide an ongoing benefit (such as Font of Wisdom) now grant that benefit as long as you have stacks of Armor Charge; these mods cause Armor Charge stacks to decay every 10 seconds.
Some redundant mods have been deprecated when their effect would overlap with an existing mod’s effects.
Some armor mods (such as the Kickstart mods and most mods triggered by using a finisher) now make use of the Armor Charge system.
Some of the functionality of Elemental Wells and their associated mods have been moved into subclass fragments and the new Firesprite and Void Breech.
Warmind Cells have been deprecated.
Seasonal Artifact
Unlocking a perk in the Seasonal Artifact now grants that perk directly to the character when it is relevant; you no longer need to socket an armor mod to gain an Artifact perk’s effect.
Column 2 of the Artifact now unlocks multiple discounted mods per node.
The maximum number of unlocked perks has been reduced to 12.
Resetting your selections in the Seasonal Artifact is now free.
Removed the one-second button hold to unlock an Artifact perk; a single button press now unlocks the perk.
Artifice armor has had its bonus socket converted into a socket that allows you to increase any one stat on that armor piece by +3.
Adjusted the amount of damage reduction provided by the Resilience stat in PvE. At tier 10 damage reduction now caps at 30% (down from 40% in Season 19), and the progression of the damage reduction across tiers has been smoothed to give more relative value to lower tiers of Resilience.
The armor mods granting Resilience have had their armor energy costs increased to 4 (+10 Resilience) and 2 (+5 Resilience).
The Iron Lord’s Pride perk has been added to all Iron Banner armor sets from Season 8 to the present.
Exotic Armor changes
Khepri’s Sting: Truesight is now granted when damaging an enemy with a smoke bomb. Additionally, when you have an undetonated smoke bomb on the battlefield and have not been made invisible by a smoke bomb, you gain significantly increased melee energy generation.
Heart of Inmost Light: Reduced duration of the empowered ability buffs in PvE to five seconds (down from 10 seconds). Reduced bonus class ability regeneration while empowered to +25% per stack in both PvE and PvP (down from +150% and +38%, respectively).
This change is intended to decrease how easy it is to get and maintain a 2x empowerment bonus in PvE, as well as reduce the total amount of bonus ability energy provided. The goal is for Heart of Inmost light to remain strong in ability-focused builds, while giving room for other Exotics to shine as well.
The Bombardiers now cause targets damaged by its explosive to become severed when used by a Strand Hunter.
Chromatic Fire has been updated to work with Strand.
Mantle of Battle Harmony updated to work with Strand.
Verity’s Brow updated to work with Strand.
Felwinter’s Helm triggers weaken burst off Strand melees.
Claws of Ahamkara will not provide an additional melee charge when equipped to a Strand subclass.
Armor that supports coloration and appearance change based on your currently selected subclass has been updated to support Strand. This includes the following:
2020, 2021, and 2022 Solstice Armor sets.
Antaeus Wards and ornaments.
No Backup Plans and ornaments.
WEAPONS
Crafting changes
Resonant elements have been removed.
Crafting component costs have been replaced with standard currencies such as Glimmer and Enhancement Cores.
Deepsight will now only manifest on weapons that have a pattern available to unlock.
Deepsight has been removed on existing weapons that do not have a pattern available to unlock.
The Deepsight attunement objective has been removed. You can immediately extract or dismantle the weapon to obtain pattern progress.
Crafting bug fixes
Fixed an issue where a crafted perk cost was doubled for the King’s Fall weapons Defiance of Yasmin and Smite of Merain.
Updated several different weapon VFX to address miscellaneous bugs and performance issues.
Restored the correct audio to Field-Forged shotguns.
Red reticle is now enabled on PC.
Linear Fusion Rifles
Reduced damage vs. Champions, minibosses, bosses, and vehicles by 15%.
Sleeper Simulant and The Queenbreaker are unaffected.
Machine Guns
Increased damage by 10%.
Increased reserve ammo by 50% at 0 inventory stat and 20% at 100 inventory stat.
Heavy Grenade Launchers
Increased damage vs. Champions, minibosses, bosses, and vehicles by 20%, minors by 40%.
Improved projectile collision, making it slightly easier to land hits.
Increased blast radius by 1m.
Parasite is unaffected.
Shotguns
Shotgun reticles now change in size proportional to spread angle.
Related note: The Legend of Acrius hip-fire reticle is now a bit more representative of its (very large) spread angle.
Kinetic Weapons
Kinetic Primary weapon damage multiplier against unshielded combatants increased from 1.05 to 1.1.
Kinetic Special weapon damage multiplier against unshielded combatants increased from 1.05 to 1.15.
Kinetic slot Stasis weapons no longer have the 5% damage bonus versus unshielded targets in PvE.
Exotics
The Queenbreaker
Now uses Arc 3.0 blind.
Shot now chains to multiple nearby enemies.
Ruinous Effigy
Transmutation sphere slam attack now suppresses.
Leviathan’s Breath
Now applies volatile on perfect draw impact.
Increased damage from 396 to 442. This allows it to once again one-hit kill all Supers in PvP.
Increased damage vs. Champions by 30%.
One Thousand Voices
Each explosion now applies 10 + 5 (with Ember of Ashes) scorch stacks.
Sunshot
Explosion on kill now applies 10 + 5 scorch stacks.
Polaris Lance
Perfect Fifth shots now apply 40 + 20 scorch stacks instead of a custom burn.
Two-Tailed Fox
Solar rocket now applies 60 + 30 scorch stacks instead of burn.
Prometheus Lens
Added the Incandescent perk to the catalyst.
Grand Overture
Switched the catalyst to use Arc blind.
The Manticore
Added a hip-fire reticle element to showing current stacks of Antigrav Repulsor.
Tractor Cannon
Fixed a crash when Tractor Cannon was fired at large groups of Stasis crystals.
The Fourth Horseman
Fixed an issue where this weapon had received an unintended 20% damage nerf.
Thunderlord
Fixed an issue where this weapon’s lightning strikes could disrupt you or your teammates.
Perks
These perks have been updated to work with Strand:
Osmosis
Golden Tricorn
Elemental Capacitor
Grants +20 airborne effectiveness (+25 for the enhanced perk).
Rewind rounds
Rebuilt to work on non-Vault of Glass weapons.
Eager Edge
No longer deactivates when moving faster than 35m/s.
Deactivates correctly after a single melee swing.
Reduced the base lunge distance buff from 2 to 1.8.
Reduced airborne lunge distance penalty from 25% to 20%.
The enhanced perk now increases lunge distance slightly, back up to 2.
Blinding grenades
Renamed to “Disorienting Grenades”.
Veist Stinger
This was typically a full reload when the perk activated, it now reloads 25% of the magazine.
Zen Moment
Now also reduces incoming flinch.
The perk has been branched so that shots from different archetypes ramp up the effect more quickly.
1x for Submachine Guns, Auto Rifles, and Machine Guns.
1.5x for Pulse Rifles and Sidearms.
2x for Hand Cannons and Scout Rifles.
Danger Zone
Updated the description to include that, while active, the perk also reduces self-damage from the weapon.
Wellspring
Fixed an issue where this perk was not rewarding the correct amount of energy.
Now works with abilities that have multiple charges.
For abilities with multiple charges, once the ability has one full charge it is considered “charged” and will divert excess energy into the other abilities while giving the “charged” ability the least amount.
The fix for the enhanced version of this trait is coming in a future patch.
Cascade Point
No longer triggers off of non-precision damage against weakened targets.
ABILITIES
Rescaled the efficacy of Discipline, Strength, and each class ability stat on grenade, melee, and class ability regeneration rates:
In general, Tier 10 stat is roughly equivalent to Tier 8 in the previous system.
Each increase in Tier now provides a more consistent benefit to the ability’s cooldown reduction, rather than spiking heavily at low tiers.
Hunter
Supers
Arc Staff
Increased the maximum number of Orbs that can be created via defeating targets from 5 to 7.
Golden Gun: Marksman
Increased the maximum number of Orbs that can be created via defeating targets from 5 to 7.
Golden Gun: Deadshot
Increased the maximum number of Orbs that can be created via defeating targets from 5 to 7.
Spectral Blades
Increased the maximum number of Orbs that can be created via defeating targets from 5 to 7.
Reduced base cooldown time from 10m25s to 9m16s.
Gathering Storm
Decreased the maximum number of Orbs that can be created via defeating targets from 7 to 5.
Silence and Squall
Decreased the maximum number of Orbs that can be created via defeating targets from 7 to 5.
Blade Barrage
Decreased the maximum number of Orbs that can be created via defeating targets from 7 to 5.
Class Abilities
Marksman’s Dodge
Reduced base cooldown time from 34s to 29s.
Gambler’s Dodge
Reduced base cooldown time from 46s to 38s.
Melees
Weighted Throwing Knife
Increased base cooldown time from 109s to 137s.
Lightweight Knife
Increased base cooldown time from 90s to 100s.
Proximity Explosive Knife
Increased base cooldown time from 100s to 111s.
Withering Blade
Reduced base cooldown time from 113s to 100s.
Titan
Supers
Fists of Havoc
Increased the maximum number of Orbs that can be created via defeating targets from 5 to 7.
Increased PVE damage by 20%.
Glacial Quake
Increased the maximum number of Orbs that can be created via defeating targets from 5 to 7.
Hammer of Sol
Increased the maximum number of Orbs that can be created via defeating targets from 5 to 7.
Reduced base cooldown time from 10m25s to 9m16s.
Burning Maul
Increased the maximum number of Orbs that can be created via defeating targets from 5 to 7.
Sentinel Shield
Increased the maximum number of Orbs that can be created via defeating targets from 5 to 7.
Thundercrash
Decreased the maximum number of Orbs that can be created via defeating targets from 7 to 5.
Reduced maximum flight time from 5 seconds to 4.5 seconds.
Reduced size of the damaging volume around the player and pushed it further forward in front of the player to make drive-by disintegrations more intentional.
Reduced detonation size vs. players by ~20%; unchanged vs. PVE combatants.
Downward vertical influence now begins earlier in flight.
Ward of Dawn
Ward maximum health reduced from 13500 to 8000.
Rescaled PVE combatant damage vs. the Ward to compensate; in general, Ward of Dawn’s effective HP against PvE combatants should not meaningfully change.
Standardized the damage dealt by each type of Kinetic and Energy weapon against the Ward. Previously, Energy weapons did 2.5x damage to Ward of Dawn and Kinetic weapons did 1x damage. Now regardless of damage type, weapons do 1.5x damage to the Ward.
Armor of Light has been updated to reduce its potency in PVP:
Maximum health reduced from 425 to 300.
Now inherits Void Overshield’s 50% PvE damage resistance to compensate.
No longer negates precision damage.
Melees
Ballistic Slam
Now suppresses the attacking player’s base melee for 0.9s after landing, so a follow-up melee cannot be performed until the player returns to first person.
Increased base cooldown time from 90s to 114s.
Shield Bash
Increased base cooldown time from 90s to 114s.
Seismic Strike
Increased base cooldown time from 90s to 101s.
Hammer Strike
Increased base cooldown time from 90s to 101s.
Shield Toss
Reduced base cooldown time from 100s to 91s.
Aspects
Knockout
Reduced basic melee damage bonus vs. players from 60% to 50%.
Reduced full body melee damage bonus vs. players from 25% to 20%.
Warlock
Supers
Stormtrance
Increased the maximum number of Orbs that can be created via defeating targets from 5 to 7.
Nova Warp
Increased the maximum number of Orbs that can be created via defeating targets from 5 to 7.
Winter’s Wrath
Increased the maximum number of Orbs that can be created via defeating targets from 5 to 7.
Daybreak
Increased the maximum number of Orbs that can be created via defeating targets from 5 to 7.
Throw cost reduced from 10% to 6.5% per swing.
Increased damage vs. PvE combatants by 25%.
Reduced base cooldown time from 10m25s to 9m16s.
Chaos Reach
Decreased the maximum number of Orbs that can be created via defeating targets from 7 to 5.
Nova Bomb
Decreased the maximum number of Orbs that can be created via defeating targets from 7 to 5.
Class Abilities
Phoenix Dive
Reduced base cooldown time from 82s to 55s.
While Daybreak is active Phoenix Dive’s cooldown is significantly reduced, allowing for rapid reactivations.
While Daybreak is active, Phoenix Dive’s detonation damage increased from 40/80 min/max to 100/220.
Restoration duration when activated while Heat Rises is active increased from 1s to 3s.
Melees
Celestial Fire
Increased base cooldown time from 100s to 112s.
Incinerator Snap
Reduced base cooldown time from 90s to 83s.
Penumbral Blast
Reduced base cooldown time from 114s to 101s.
Aspects
Heat Rises
Split the airborne effectiveness bonus previously granted by consuming your grenade between a passive and active benefit:
Previously, granted 70 airborne effectiveness when Heat Rises was active after consuming a grenade.
Now grants 20 airborne effectiveness passively while Heat Rises is equipped, and an additional 50 airborne effectiveness while Heat Rises is active, for the same total of 70 airborne effectiveness.
Grenades
Arc
Lightning grenade
Increased base cooldown time from 121s to 152s.
Increased PvE damage by 20%.
Storm grenade
Increased base cooldown time from 105s to 121s.
Flux grenade
Reduced base cooldown time from 182s to 152s.
Pulse grenade
Increased PvE damage by 20%.
Solar
Healing grenade
Increased base cooldown time from 82s to 91s.
Tripmine grenade
Increased base cooldown time from 91s to 121s.
Solar grenade
Increased base cooldown time from 121s to 152s.
Increased PvE damage by 20%.
Thermite grenade
Increased base cooldown time from 105s to 121s.
Increased PvE damage by 20%.
Incendiary grenade
Reduced base cooldown time from 121s to 105s.
Void
Void Spike grenade:
Increased base cooldown time from 91s to 121s.
Increased PvE damage by 20%.
Voidwall grenade
Increased base cooldown time from 105s to 152s.
Increased PVE damage by 20%.
Vortex Grenade
Increased base cooldown time from 121s to 152s.
Increased PvE damage by 20%.
Magnetic grenade
Reduced base cooldown time from 121s to 105s.
Scatter grenade
Reduced base cooldown time from 121s to 105s.
Stasis
Duskfield grenade
Increased base cooldown time from 64s to 91s.
Added new elemental pickups to the Void and Solar subclasses:
Void Breach
Void Breaches are created by a selection of new and existing Void fragments, and grant class ability energy on pickup.
Firesprite
Firesprites are created by a suite of new and existing Solar fragments, and grant grenade energy on pickup.
Fragments
Arc
Spark of Resistance
Increased nearby enemy count requirement for activation from 2 to 3.
Reduced linger time after you’re no longer surrounded from 4 seconds to 2 seconds.
Spark of Instinct (New!)
When critically wounded, taking damage from nearby enemies emits a burst of damaging Arc energy that jolts targets.
Spark of Haste (New!)
You have greatly increased Resilience, Recovery, and Mobility while sprinting.
Solar
Ember of Tempering
Now creates a Firesprite on Solar weapon kills while active, in addition to its original effects.
Ember of Combustion
Now creates a Firesprite on Solar Super defeats, in addition to its original effects.
Ember of Searing
Now creates a Firesprite when defeating scorched targets, in addition to its original effects.
Ember of Mercy (New!)
When you revive an ally, you and other nearby allies gain Restoration. Picking up a Solar Flare grants Restoration.
Ember of Resolve (New!)
Solar grenade final blows heal you.
Void
Echo of Domineering
Now creates a Void breach when defeating suppressed targets, in addition to its original effects.
Echo of Harvest
Now creates a Void breach when defeating weakened targets with precision damage, in addition to its original effects.
Echo of Starvation
Now grants devour on picking up a Void Breach, in addition to its original effects.
Now allows Orb of Power pickup with full Super energy.
Echo of Cessation (New!)
Finisher final blows create a burst of Void damage that causes nearby enemies to become volatile. Defeating volatile targets creates a Void breach.
Echo of Vigilance (New!)
Defeating a target when your shields are depleted, grants you a temporary Void overshield.
Subclass Keywords
Arc
Jolt
Jolt lightning damage now stuns Overload Champions.
Blind
Blinding Unstoppable Champions now stuns them.
Solar
Radiant
While radiant, your weapons now also pierce Barrier Champion shields and stuns them.
Note: Weapons that already have an existing anti-Champion behavior (i.e. an Artifact mod, an intrinsic anti-Champion capability, or the ability to apply another subclass keyword that stuns a Champion type) will not be granted the anti-barrier behavior from being radiant.
Ignition
Ignition damage now stuns Unstoppable Champions.
Void
Volatile Rounds
While you have volatile rounds, your Void weapons now also pierce Barrier Champion shields and stuns them.
Note: Weapons that already have an existing anti-Champion behavior (i.e. an Artifact mod, an intrinsic anti-Champion capability, or the ability to apply another subclass keyword that stuns a Champion type) will not be granted the anti-barrier behavior from volatile rounds.
Suppression
Suppressing Overload Champions now stuns them.
Stasis
Slow
Slowing Overload Champions now stuns them.
Shatter
Shatter damage now stuns Unstoppable Champions.
COMBATANTS
Champions now correctly stun even when they’re playing another animation, such as a spawn-in.
This was a tricky one, so thank you for your patience!
Champion stun time is now consistent across all Champions.
This used to be dependent on the animation length, leading to slightly different times between combatants.
Champions can now be stunned with various elemental verbs:
Barrier Champions are weak to:
Shots from a player with the Solar radiant buff
Void volatile rounds
Strand unraveling rounds
Overload Champions are weak to:
Arc jolt
Void suppression
Stasis slow
Unstoppable Champions are weak to:
Arc blind
Solar ignition
Stasis shatter
Strand suspend
FINISHERS
All subclass-agnostic finishers now support Strand coloration when using a Strand subclass.
Updated the VFX for Stasis finishers to fix a coloration issue.
EMOTES
The “Ghost Fist Bump” Exotic emote now supports Strand coloration when using a Strand subclass.
POWER AND PROGRESSION
Weekly powerful rewards have been removed from Throne World and added to Neomuna.
SEASONAL UPDATES: ENGRAMS, ENERGY, FOCUSING, CHESTS, AND KEYS
Umbral engrams are no longer used to focus seasonal weapons and armor and will no longer drop from the game.
As a result, there will no longer be Seasonal umbral energy.
Seasonal engrams are a new type of engram.
You can visit the seasonal vendor to open them.
Or you can spend multiple seasonal engrams to focus into specific weapons or armor.
Seasonal focusing is now a separate screen and can be accessed at the vendor by pressing the button next to upgrades.
If you focused Crucible engrams in Season 19 at Shaxx, you’ll be familiar with this system.
Seasonal engrams are stored at the vendor and do not require inventory space.
There is a wallet item you can acquire by visiting the seasonal vendor. Hovering over this item in your inventory will show you how many engrams you have for each vendor. If you delete this item, you can reacquire it from the vendor.
Owners of a season will now periodically be rewarded with a seasonal engram and/or a seasonal key upon completing activities throughout the game.
These are known as defiant engrams and defiant keys for Season of Defiance.
Playlist versions of the seasonal battlegrounds have one chest at the end of the activity.
If you DO NOT have a seasonal key when you open that chest, you will receive a seasonal weapon or armor.
If you DO have a seasonal key, it will be consumed and you will receive the following:
EITHER a seasonal weapon with Deepsight resonance that you have not completed the crafting pattern for OR a high stat piece of seasonal armor.
AND a seasonal engram.
Make sure you open the chest at the end of the activity!
World pool weapons and armor no longer drop at the end of the playlist version of seasonal activities.
Direct launch versions of the seasonal battlegrounds will not have chests and instead award world pool weapons and armor.
PLATFORMS AND SYSTEMS
PC PLATFORMS
Added support and in-game setting to toggle NVIDIA Reflex (on supported PC hardware).
Fixed various minor QoL issues regarding the Controller settings menus on PC.
GENERAL
Collision damage is no longer lethal against Guardians.
Ghost projections that changed color based on your subclass now support Strand coloration when using a Strand Subclass.
LOCALIZATION
Players now have access to full Mandarin audio localization across all new Lightfall content, the accompanying Season, and core game modes covering Crucible, Gambit, and strikes.
Ikora for German has been re-cast
Update 2: For those having issues loading Destiny 2 after the accidental release of the title update on PS5, here’s a step-by-step guide by Bungie on how to resolve it:
UPDATE: PS5 players who still want to play Destiny 2 need to perform the following:
• Uninstall the game • Go to “Game Library” • Select “Your Collection” • Select the Destiny 2 icon • Select the PS5 version • On the D2 store page, select "Download” to reinstall D2 https://t.co/5hKRaDKqBh
While the Destiny 2 Lightfall expansion officially launches on Tuesday, Feb. 28, players can preload the 92GB update on the PS5. However, this update may have been pushed out prematurely, as while players are expected to have downtime from Destiny 2 this Monday, the update is locking them out a full day ahead of that scheduled downtime.
This most likely is because the patch isn’t supposed to be playable until after Bungie has completed maintenance on Destiny 2, which isn’t scheduled until Monday, Feb. 27th. Players are being greeted (as seen above) with the main title screen for the Lightfall expansion, with an error showing that the Destiny 2 servers are down for Feb. 26.
No word from Bungie on a resolution to fix this problem, though if you haven’t begun downloading the update yet, we recommend canceling it until Monday. We’ll continue to monitor the situation for now, and should a solution to let you go back to playing arise, we’ll be sure to update this post. Chances are, you may need to redownload the full game again if Bungie decides to pull the update. That, or wait until Tuesday. We did notice that the update was only available on the PS5 version of the game, so you may be able to get back into the game by downloading and using the PS4 version for the meantime. That seems to be working for us, so give it a try and let us know.
As for the official patch notes, we should get them sometime on Monday before the Tuesday launch, so stay tuned!
Update: Bungie has released the official patch notes.
A gamer at heart, James has been working for MP1st for the last decade to do exactly what he loves, writing about video games and having fun doing it. Growing up in the 90's gaming has been in his DNA since the days of NES. One day he hopes to develop his own game.
Blood Bowl 3, third installment of the Blood Bowl series, recently launched to a cold reception from the community. With plenty of negative reviews just hours after the game’s official launch, the game’s dev team put together a Blood Bowl 3 community update to inform players of the issues that the team is currently aware of as well as what they plan on doing to solve them.
The update post itself is fairly long. You can find the whole thing below:
Dear Coaches,
Blood Bowl 3 has now been out for everyone for 24 hours.
Let me start by thanking you for your support and for playing our game. We have had an overwhelming amount of players since the Early Unlock and despite the issues, that is something we are very grateful for.
The game’s release has had its problems and it seems important for us to address some of those main topics of discussion :
– The Monetisation
– The Brutal Edition
– The game state
– The server Issues
– The Faction Leaks
– The Blood Bowl team
We’d like to start with where the game is at launch and what players can expect from us as we move forward. We know there are some features missing that players expect, being able to reconnect in a game for example, and we are working hard to get those features added.
The functionality of the game is our main priority and rest assured we will do our best to address any bugs or broken elements as soon as we can.
We hope that Blood Bowl 3 will be a game that is ever-evolving. Even the end of the roadmap is not the end of the road. We will continuously add content and events. We have big plans and ambitions for Blood Bowl 3 and these initial stumbling blocks don’t change that.
Next, we’d like to talk about monetization and appreciate this is a sensitive topic among the community. This is something we tried to communicate ahead of the launch, but we intend to implement features allowing players to be rewarded either with cosmetic items or Warpstone through play as well as purchase.
We know that we will probably not be able to convince all of you but we truly believe that our system is fair, rewarding and optional and that’s understandable.
Let’s be concrete. Here are the details of what you will be able to unlock for free through upcoming features.
With the leveling system, while reaching the maximum level, you will get:
– 1,000 Warpstone
– 8 Common items (same quality as the ones in the shop)
– 24 Uncommon items
– 8 Epic items
This includes not only players’ parts, but also pitches, grandstands, coaches, cheerleaders, balls and dugout among other things.
Once we hit Season 1, The Blood Pass will also bring its fair share of free rewards, including Warpstone. As a reminder, you will also be able to get the new team Faction of the season for free when reaching the last tier of the Blood Pass.
We can’t stress this enough; we want players to be able to unlock a lot of content for free. Yes, there is a possibility to pay for content, and we have premium items, including a few legendary ones that are more expensive. But they are cosmetic only, they do not give any advantage. They are meant to stand out on the pitch, equipped on your key players.
We’ve also seen some of the leaks regarding future teams in the game and the suggestion that these are already finished.
As we’re sure you understand, the development of a game is complex. The factions we plan to release for Blood Bowl 3 are still under development each at varying degrees of completion.
In order to meet our season release date, we have a dedicated team working on the future factions with a high focus on the next one coming with Season 1.
At the current stage, 1 team is at a more advanced stage of development with still a lot of testing and validation to make.
We will share more about each team when they are finished and ready to be revealed.
As you may or may not be aware, an error on Steam caused all players to incorrectly receive the Brutal Edition of the game regardless of the version they purchased.
This error is really unfortunate but we don’t want to punish players for the mistake. With that in mind, we will not remove the 1000 Warpstone players who hadn’t purchased the Brutal edition received. However, we will have to remove the cosmetic bonuses that are only available to players of the Brutal Edition.
We’d also still like to further reward players who brought the Brutal Edition to apologize for the mistake
We will credit:
– 1,000 Warpstone to all Brutal Edition players
– And an additional 250 Warpstone to Early Unlock players for their troubles
This way, Brutal Edition players will still have a 1,000 Warpstone bonus. With this bonus and yesterday’s compensation, this will make a total bonus of 1,500 Warpstone for the Early Unlock players, which we hope seems fair.
We understand this does not solve everything, but we hope that it will at least ease this feeling and show our gratitude. We will always follow this policy with our community.
We’d also like to take this opportunity to apologize for the server issues leading up to and during launch. This has been our main concern since the start of the Early Unlock. Since yesterday’s patch our servers are more stable.
We had no general crashes of them. It’s not perfect yet, but we will continue to work on it until it is as our main priority.
And finally, we’d like to speak to the concern that the issues with Blood Bowl arose from the development team’s split attention, with the release of Chef Life on the same day.
Just to clarify – Chef Life and Blood Bowl 3 have always had two completely separate teams. The fact that the two games were released on the same day may have created that confusion, but that’s just a coincidence of the calendar.
Thanks for reading and that’s it for today. We will continue to communicate in the future as often as it’s needed. You will have a lot of updates, might it be via news, videos, or live stream during the Pre-Season to address everything and keep you aware of all our progress.
Thank you for your time and for being so passionate about Blood Bowl. No matter the disappointment, we can always see the passion behind it and that is something that keeps us going and motivates us to turn things around.
The Blood Bowl team.
With lots of concerns to work on, Cyanide Studio has their work cut out for them. Let’s hope that the devs stand by the game even after its less-than-ideal launch day.
The karakuri staff, from a distance, appears to be an incredibly complex weapon, and though it does require a bit more practice than other weapon types in Wild Hearts, it’s actually a lot more straightforward than you think. In this Wild Hearts karakuri staff weapon guide, we’ll be demystifying this unique weapon, showing you its various combos and some hidden tech you may not know about.
Unlike previous Wild Hearts weapon guides we’ve made for the starting weapon types, this one will cover two additional karakuri, namely the Torch and Glider karakuri, as you will already have unlocked them by the time the karakuri staff is available to use.
Wild Hearts Karakuri Staff Weapon Guide
Overview
The karakuri staff is a weapon of many forms that “mutates” as you fight, slowly building power as you change through its four base forms. You can unleash its stored power through the Juggernaut Blade, the staff’s fifth and most powerful form, which does immense damage to kemono.
Your playstyle when using the karakuri blade involves mutating between forms to build your weapon gauge before spending it entirely on your Juggernaut Blade attacks. In a sense, it’s much like the karakuri katana, though you’re somewhat restricted to how you can build your weapon gauge.
Weapon Gauge
The karakuri staff’s weapon gauge features eight “levels” that you can fill up over the course of a fight. Upon successfully mutating your weapon by pressing R2 after an attack combo, you gain one level. Additional levels power up your Juggernaut Blade combo when used, and it also increases your overall damage output by a small amount. So even if you’re already at the maximum weapon gauge level, you can maintain it instead of spending it all right away and still do decent damage.
The weapon gauge doesn’t last indefinitely, however. Not mutating your weapon after an attack combo for too long will cause the gauge to deplete entirely. You will notice that the gauge flashes to indicate that it’s about to expire. You can refresh the duration of your weapon gauge by simply mutating your staff with an R2 combo attack.
Square Button – Standard Combo
The karakuri staff has four different square combos based on the current form of your karakuri staff. These either have one, two, or three attacks in the combo, with the final attack allowing you to mutate with R2 immediately after. Mutating in this manner will increase your change your weapon’s form and automatically start the first Square attack of that new form. Landing this attack will increase your weapon gauge by one level.
Note that the number of attacks required to reach the end of your weapon combo depends on the weapon form as well as what “sequence” you’re in. Don’t worry, this will be explained later.
Triangle Button – Power Attack
Pressing Triangle executes a power attack, which deals decent damage and does not have any follow-up attacks, unlike the Square button. Each of the four base forms has its own power attack, with all of them having more reach than your standard Square attacks. Staff, Twin Fangs, and War Pike power attacks also move you forward a certain distance, whereas the Giant Shuriken power attack throws the shuriken from a distance.
These attacks are useful for starting fights, but they’re not optimal when mutating your weapon mid-combo.
R2 – Mutate
Pressing R2 mutates the current form of your weapon. Doing so without attacking will simply change your weapon’s form in a particular sequence, that being Staff > Twin Fangs > Giant Shuriken > War Pike > Staff and so on.
When pressed following an orange glow that emanates from your body after landing certain attacks, you will not only mutate your weapon’s form but also immediately execute a Square attack of that new form.
Unsheath Attacks
Pressing Triangle or Square while standing still, running, or sprinting and having your weapon sheathed allows you to execute special attacks.
While running or sprinting, pressing Square unleashes a Staff attack.
While standing still or running, pressing Triangle unleashes a stab with your War Pike.
While sprinting, pressing Triangle causes your character to throw out the Giant Shuriken.
You can use these unsheath attacks to enter a desired weapon form from the get-go.
Karakuri Staff Sequences
When you mutate your weapon, it doesn’t just transform randomly. Rather, it follows one of two sequences, and the sequence you’re currently in affects the order of weapons you mutate into as well as how many attacks you must do with a given weapon before mutating (some attacks, such as Staff attacks, do more than one hit per button press).
By default, you will always start at Sequence A. The only way for you to enter Sequence B is to use R2 following a War Pike attack in Sequence A. As a result, you can enter Sequence B almost immediately by entering the fight with your weapon already in War Pike form or via a moving attack while sheathed.
Both sequences have their own advantages and disadvantages. Sequence A is great for stacking up gauge levels quickly, whereas Sequence B is slower on the buildup but offers more overall damage per second, especially with the War Pike combo.
Karakuri Moves
The karakuri staff has special moves when used in conjunction with the four base karakuri, with each one transforming your weapon into a different form. You can press R2 following the karakuri attack to trigger a unique follow-up attack that grants two levels to your weapon gauge. The follow-up attack doesn’t actually give you an R2 prompt, so you’ll need to execute the weapon’s Sequence A combo afterward to trigger it.
The crate-based attack unleashes the War Pike followed up by a Twin Fangs attack.
The spring-based attack unleashes the Twin Fangs followed up by a War Pike attack.
The glider-based attack unleashes the Staff followed by a Giant Shuriken attack.
The torch-based attack unleashes the Giant Shuriken followed up by a Staff attack.
Much like the unsheath attacks, these karakuri-based moves are great for entering a specific form.
Juggernaut Blade Attacks
To expend your weapon gauge levels, you simply need to press R2 + Triangle, and this executes a deadly set of attacks with your weapon in Juggernaut Blade form. Note that doing so at 0 levels is possible, but it does minimal damage and has a long animation time, so it’s generally not worth using.
Pressing R2 + Triangle will execute the Juggernaut Blade combo, but the number of attacks that you can do in this combo depends on your weapon gauge level. Here’s what the combo looks like with all eight levels:
If you have 1-3 levels when pressing R2 + Triangle, you’ll only execute the first attack of this combo. Similarly, pressing R2 + Triangle with 4-7 levels only executes the first two attacks.
There are also two special Juggernaut Blade attacks that you can execute with R2 + Triangle with certain karakuri, though you need at least four levels on your weapon gauge to execute them. Doing so will use four levels of your gauge regardless of how many levels you have.
On a crate or glider, pressing R2 + Triangle executes a downward slash.
On a spring, pressing R2 + Triangle executes a wide cleave.
These are your hardest-hitting abilities, so you’ll want to use them as often as you can whenever you build enough weapon gauge levels.
In Action
When hunting kemono, your first order of priority is to always maximize your weapon gauge. Doing so will increase your overall damage output and allow you to execute your Juggernaut Blade attacks when you see an opening.
In an actual fight, you won’t often get the opportunity to expend your weapon gauge levels freely. As such, you’ll either want to expend them on faster-hitting karakuri-based Juggernaut Blade attacks (via the spring, glider, or crate) or simply keep the levels at the maximum level for the persistent damage increase. Once the kemono is knocked, that’s your chance to hit R2 + Triangle and slice it with your Juggernaut blade.
The karakuri staff can seem like an incredibly complex weapon to get into, but it’s actually far more straightforward than you think. By learning the sequences and waiting for the right time to use your Juggernaut Blade, you’ll be well on your way to mastering this mutating weapon.